• Title/Summary/Keyword: polygonal function

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(Algorithm for Recognizing Bulb in Cluster) (계기판 벌브 인식 알고리즘)

  • 이철헌;설성욱;김효성
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.39 no.1
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    • pp.37-45
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    • 2002
  • This paper proposes new features for recognizing telltale bulb in a cluster. A typical feature employed in model-based pattern recognition is polygonal approximation points of object. But recognition using these dominant points has many mismatching counts in small model such as telltale bulb. To reduce mismatching counts, proposed features are the circle distribution of object pixel and the ratio of distance from center to boundary in object. This Paper also proposes new decision function using three features. In simulation result, we make a comparison mismatching counts between recognition using dominant points and the new recognition algorithm using three features.

A Study on Feature Division using Sliced Information of STL Format (STL 포맷의 단면정보를 이용한 형상분할에 관한 연구)

  • Ban, Gab-Su
    • Journal of the Korean Society of Industry Convergence
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    • v.5 no.2
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    • pp.141-146
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    • 2002
  • Stereolithography is the best known as rapid prototyping system. It uses the STL format data which is generated from CAD system. In this study, One of the main function of this developed CAM system deals with shape modification which divide a shape into two parts or more. The cross section of a STL part by a z-level is composed with nested or single polygonal closed loop. In order to make RP product, closed loops must fill with triangular facets from SSET and recover sliced triangular facets which is located normal direction to the cross sectional plane. The system is development by using Visuall C++ compiler in the environment of pentium PC. Operating system is Windows NT workstaion from Micro-Soft.

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Reconstruction of Disparity Map for the Polygonal Man-Made Structures (다각형 인공 지물의 시차도 복원)

  • 이대선;엄기문;이쾌희
    • Korean Journal of Remote Sensing
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    • v.11 no.2
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    • pp.43-57
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    • 1995
  • This paper presents reconstruction of disparity in images. To achieve this, the algorithm was made up of two different procedures - one is extraction of boundaries for man-made structures and the other is matching of the structures. In the extraction of boundaries for man-made structures, we assume that man-made structures are composed of lines and the lines make up closed polygon. The convertional algorithms of the edges extraction may not perceive man-made structures and have problems that matching algorithms were too complex. This paper proposed sub-pixel boundaries extraction algorithm that fused split-and-merge and image improvement algorithms to overcome complexity. In matching procedure, feature-based algorithm that minimize the proposed cost function are used and the cost fuction considers movement of mid-points for left and right images to match structures. Because we could not obtain disparity of inner parts for the man-made structures, interpolation method was used. The experiment showed good results.

SOME BOUNDS FOR THE ZEROS OF POLYNOMIALS

  • Mahnaz Shafi Chishti;Mohammad Ibrahim Mir;Vipin Kumar Tyagi
    • The Pure and Applied Mathematics
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    • v.30 no.1
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    • pp.35-42
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    • 2023
  • In this paper, we find a bound for all the zeros of a polynomial in terms of its coefficients similar to the bound given by Montel (1932) and Kuneyida (1916) as an improvement of Cauchy's classical theorem. In fact, we use a generalized version of Hölder's inequality for obtaining various interesting bounds for all the zeros of a polynomial as function of their coefficients.

Development of Deep Learning Structure to Improve Quality of Polygonal Containers (다각형 용기의 품질 향상을 위한 딥러닝 구조 개발)

  • Yoon, Suk-Moon;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.25 no.3
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    • pp.493-500
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    • 2021
  • In this paper, we propose the development of deep learning structure to improve quality of polygonal containers. The deep learning structure consists of a convolution layer, a bottleneck layer, a fully connect layer, and a softmax layer. The convolution layer is a layer that obtains a feature image by performing a convolution 3x3 operation on the input image or the feature image of the previous layer with several feature filters. The bottleneck layer selects only the optimal features among the features on the feature image extracted through the convolution layer, reduces the channel to a convolution 1x1 ReLU, and performs a convolution 3x3 ReLU. The global average pooling operation performed after going through the bottleneck layer reduces the size of the feature image by selecting only the optimal features among the features of the feature image extracted through the convolution layer. The fully connect layer outputs the output data through 6 fully connect layers. The softmax layer multiplies and multiplies the value between the value of the input layer node and the target node to be calculated, and converts it into a value between 0 and 1 through an activation function. After the learning is completed, the recognition process classifies non-circular glass bottles by performing image acquisition using a camera, measuring position detection, and non-circular glass bottle classification using deep learning as in the learning process. In order to evaluate the performance of the deep learning structure to improve quality of polygonal containers, as a result of an experiment at an authorized testing institute, it was calculated to be at the same level as the world's highest level with 99% good/defective discrimination accuracy. Inspection time averaged 1.7 seconds, which was calculated within the operating time standards of production processes using non-circular machine vision systems. Therefore, the effectiveness of the performance of the deep learning structure to improve quality of polygonal containers proposed in this paper was proven.

SCALE TRANSFORMATIONS FOR PRESENT POSITION-INDEPENDENT CONDITIONAL EXPECTATIONS

  • Cho, Dong Hyun
    • Journal of the Korean Mathematical Society
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    • v.53 no.3
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    • pp.709-723
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    • 2016
  • Let C[0, t] denote a generalized Wiener space, the space of real-valued continuous functions on the interval [0, t] and define a random vector $Z_n:C[0,t]{\rightarrow}{\mathbb{R}}^n$ by $Zn(x)=(\int_{0}^{t_1}h(s)dx(s),{\cdots},\int_{0}^{t_n}h(s)dx(s))$, where 0 < $t_1$ < ${\cdots}$ < $t_n$ < t is a partition of [0, t] and $h{\in}L_2[0,t]$ with $h{\neq}0$ a.e. In this paper we will introduce a simple formula for a generalized conditional Wiener integral on C[0, t] with the conditioning function $Z_n$ and then evaluate the generalized analytic conditional Wiener and Feynman integrals of the cylinder function $F(x)=f(\int_{0}^{t}e(s)dx(s))$ for $x{\in}C[0,t]$, where $f{\in}L_p(\mathbb{R})(1{\leq}p{\leq}{\infty})$ and e is a unit element in $L_2[0,t]$. Finally we express the generalized analytic conditional Feynman integral of F as two kinds of limits of non-conditional generalized Wiener integrals of polygonal functions and of cylinder functions using a change of scale transformation for which a normal density is the kernel. The choice of a complete orthonormal subset of $L_2[0,t]$ used in the transformation is independent of e and the conditioning function $Z_n$ does not contain the present positions of the generalized Wiener paths.

Singular Representation and Finite Element Methods

  • 김석찬
    • Proceedings of the Korean Society of Computational and Applied Mathematics Conference
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    • 2003.09a
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    • pp.9-9
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    • 2003
  • Let $\Omega$ be a bounded, open, and polygonal domain in $R^2$ with re-entrant corners. We consider the following Partial Differential Equations: $$(I-\nabla\nabla\cdot+\nabla^{\bot}\nabla\times)u\;=\;f\;in\;\Omega$$, $$n\cdotu\;0\;0\;on\;{\Gamma}_{N}$$, $${\nabla}{\times}u\;=\;0\;on\;{\Gamma}_{N}$$, $$\tau{\cdot}u\;=\;0\;on\;{\Gamma}_{D}$$, $$\nabla{\cdot}u\;=\;0\;on\;{\Gamma}_{D}$$ where the symbol $\nabla\cdot$ and $\nabla$ stand for the divergence and gradient operators, respectively; $f{\in}L^2(\Omega)^2$ is a given vector function, $\partial\Omega=\Gamma_{D}\cup\Gamma_{N}$ is the partition of the boundary of $\Omega$; nis the outward unit vector normal to the boundary and $\tau$represents the unit vector tangent to the boundary oriented counterclockwise. For simplicity, assume that both $\Gamma_{D}$ and $\Gamma_{N}$ are nonempty. Denote the curl operator in $R^2$ by $$\nabla\times\;=\;(-{\partial}_2,{\partial}_1$$ and its formal adjoint by $${\nabla}^{\bot}\;=\;({-{\partial}_1}^{{\partial}_2}$$ Consider a weak formulation(WF): Find $u\;\in\;V$ such that $$a(u,v):=(u,v)+(\nabla{\cdot}u,\nabla{\cdot}v)+(\nabla{\times}u,\nabla{\times}V)=(f,v),\;A\;v{\in}V$$. (2) We assume there is only one singular corner. There are many methods to deal with the domain singularities. We introduce them shortly and we suggest a new Finite Element Methods by using Singular representation for the solution.

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Reducing the Search Space for Pathfinding in Navigation Meshes by Using Visibility Tests

  • Kim, Hyun-Gil;Yu, Kyeon-Ah;Kim, Jun-Tae
    • Journal of Electrical Engineering and Technology
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    • v.6 no.6
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    • pp.867-873
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    • 2011
  • A navigation mesh (NavMesh) is a suitable tool for the representation of a three-dimensional game world. A NavMesh consists of convex polygons covering free space, so the path can be found reliably without detecting collision with obstacles. The main disadvantage of a NavMesh is the huge state space. When the $A^*$ algorithm is applied to polygonal meshes for detailed terrain representation, the pathfinding can be inefficient due to the many states to be searched. In this paper, we propose a method to reduce the number of states searched by using visibility tests to achieve fast searching even on a detailed terrain with a large number of polygons. Our algorithm finds the visible vertices of the obstacles from the critical states and uses the heuristic function of $A^*$, defined as the distance to the goal through such visible vertices. The results show that the number of searched states can be substantially reduced compared to the $A^*$ search with a straight-line distance heuristic.

A Study on the Definitions of Some Geometric Figures (도형의 정의에 관한 한 연구)

  • Choe Young H.
    • The Mathematical Education
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    • v.6 no.2
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    • pp.1-9
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    • 1968
  • In mathematics, a definition must have authentic reasons to be defined so. On defining geometric figures, there must be adequencies in sequel and consistency in the concepts of figures, though the dimensions of them are different. So we can avoid complicated thoughts from the study of geometric property. From the texts of SMSG, UICSM and others, we can find easily that the same concepts are not kept up on defining some figures such as ray and segment on a line, angle and polygon on a plane, and polyhedral angle and polyhedron on a 3-dimensionl space. And the measure of angle is not well-defined on basis of measure theory. Moreover, the concepts for interior, exterior, and frontier of each figure used in these texts are different from those of general topology and algebraic topology. To avoid such absurdness, I myself made new terms and their definitions, such as 'gan' instead of angle, 'polygonal region' instead of polygon, and 'polyhedral solid' instead of polyhedron, where each new figure contains its interior. The scope of this work is hmited to the fundamental idea, and it merely has dealt with on the concepts of measure, dimension, and topological property. In this case, the measure of a figure is a set function of it, so the concepts of measure is coincided with that of measure theory, and we can deduce the topological property for it from abstract stage. It also presents appropriate concepts required in much clearer fashion than traditional method.

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An Effective Physics Based Deformation Technique Using Augmented Reality Environments (증강현실 환경을 이용한 효율적인 물리기반 형상변형 기술)

  • Choi, Han-Kyun;Kim, Hyun-Soo;Park, Min-Ki;Lee, Kwan H.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.90-93
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    • 2009
  • The use of physics based deformation methods is continuously increasing in computer graphics area such as game and simulation. Many researchers have worked on this method. However, relatively few researchers have considered the development of the user interaction to the 3D objects. This research proposes a physics-based deformation technique using AR (Augmented Reality) environments to enhance user immersion and the effectiveness of the deformation. In the AR circumstances, the physics based deformation should be accomplished in realtime. In the proposed method, we combine RBF (Radial Basis Function) [1] and LSM (Lattice Shape Matching) [2, 3] and apply it to polygonal models for real-time user interaction. The dynamics of the LSM is also calculated to trace the movement of each lattice. Finally these algorithms are implemented in AR environments.

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