• 제목/요약/키워드: scene graph

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Object Picking and Concurrency for Solid Modeler in Collaborative Design System (협동설계시스템의 솔리드 모델러를 위한 오브젝트의 Picking과 Concurrency)

  • 윤보열;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.4
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    • pp.723-729
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    • 2001
  • We are able to work on the shared virtual space in Web-based Collaborative Design System using only Internet and Web browser. The users connect to the Solid Modeler Server through m and they create 3D shape and manipulate them variously. Then the users will share 3D objects and two problems can arise. The users must be able to pick the objects effectively which they want to manipulate. When one of the users manipulates a particular object, others should not disturb with the same object. In this paper, picking is implemented not only by computing intersection of mouse pointer with the objects of the virtual world, but also by using capabilities and attributes of scene graph node, by setting bounds intersection testing instead of geometric intersection testing, by limiting the scope of the pick testing, using Java 3D. These methods can reduce the computation of picking and can pick 3D objects effectively and easily using the system of hierarchy. To have effective concurrency, we used shared lock and exclusive lock as the action in work space.

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Motion Visualization of a Vehicle Driver Based on Virtual Reality (가상현실 기반에서 차량 운전자 거동의 가시화)

  • Jeong, Yun-Seok;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.11 no.5
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    • pp.201-209
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    • 2003
  • Virtual human models are widely used to save time and expense in vehicle safety studies. A human model is an essential tool to visualize and simulate a vehicle driver in virtual environments. This research is focused on creation and application of a human model fer virtual reality. The Korean anthropometric data published are selected to determine basic human model dimensions. These data are applied to GEBOD, a human body data generation program, which computes the body segment geometry, mass properties, joints locations and mechanical properties. The human model was constituted using MADYMO based on data from GEBOD. Frontal crash and bump passing test were simulated and the driver's motion data calculated were transmitted into the virtual environment. The human model was organized into scene graphs and its motion was visualized by virtual reality techniques including OpenGL Performer. The human model can be controlled by an arm master to test driver's behavior in the virtual environment.

The Design of Scene Modeler Component for 3D GIS Software (3차원 GIS 소프트웨어를 위한 장면 모델러 컴포넌트 설계)

  • Kim, Sung-Soo;Choe, Seung-Keol;Lee, Jong-Hun;Yang, Young-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.81-84
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    • 2001
  • 3 차원 GIS 소프트웨어를 개발하기 위한 기술로는 공간데이터처리 및 공간분석기술, 컴퓨터그래픽스 및 가상현실 기술에 이르기까지 다양한 연구가 요구된다. 지리정보 가시화(Visualization)에 관한 연구는 여러 GIS 응용분야에서 주요한 부분이 된다. 현재 2 차원 기 구축된 데이터를 이용하여 3차원으로 가시화 및 분석을 수행할 수 있다는 것은 데이터와 소프트웨어 재사용 및 비용측면에서 중요한 의미를 가진다. 본 논문에서는 2차원 데이터와 최소한의 3차원 부가정보(빌딩높이, 도로폭등)를 이용하여 규칙기반 모델링(Rule-Based Modeling)을 통해 3 차원으로 모델링 해 낼 수 있는 3 차원 장면 모델러 컴포넌트 설계 방법을 제안한다. 시설물의 다양한 상세도 제어가 가능한 LOD(level-of detail) 모델러와 3 차원 장면을 효율적으로 관리하기 위한 장면 그래프(scene graph) 컴포넌트 설계 기술을 소개한다. 장면 모델러 컴포넌트 분석을 위해 처리하는 입력 데이터, 수작업 3 차원 모델링 여부, 소프트웨어 재사용성, 상호운용성, 구축 비용 등을 기준으로 분석하였다.

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Auto Exposure Control System using Variable Time Constants (가변 시상수를 이용한 자동 노출제어 시스템)

  • Kim, Hyun-Sik;Lee, Sung-Mok;Jang, Won-Woo;Ha, Joo-Young;Kim, Joo-Hyun;Kang, Bong-Soon;Lee, Gi-Dong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.2
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    • pp.257-264
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    • 2007
  • In order to obtain a fine picture, a camera has many convenient functions. Its representative functions are Auto Focus(AF), Auto White Balance(AWB) and Auto Exposure(AE). In this paper, we present the new algorithm of Auto Exposure control system, one of its useful functions The proposed algorithm of Auto Exposure control system is based on IIR Filter with Variable Time Constant. First, in order to establish the standards of exposure control, we compare change of the picture luminance with luminance of an object in the Zone system. Second, we make an ideal characteristic graph of luminance by using the results. Finally, we can find the value of the right exposure by comparing an ideal characteristic graph of the luminance with the value of the current expose of a scene. We can find an appropriate exposure as comparing the ideal characteristic graph of the luminance with current exposure of a scene. In order to find a suitable exposure state, we make use of IIR Filter instead of a conventional method using micro-controller. In this paper, the proposed system has therefore simple structure, we use it for compact image sensor module used in the handheld device.

Design and Implementation of Parallel Visualization System using VTK and OSG (VTK와 OSG를 이용한 병렬 가시화 시스템의 설계와 구현)

  • Lee, Joong-Youn
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.286-289
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    • 2011
  • VTK와 OSG는 컴퓨터 그래픽스 분야에서 널리 사용되는 오픈 소스 라이브러리이다. VTK는 데이터 가시화에 초점을 맞추어 개발된 라이브러리로 다양한 격자 구조의 수치 데이터를 위한 고수준의 가시화 알고리즘을 제공한다. OSG는 다수의 폴리곤으로 구성된 복잡한 전경을 빠르고 효율적으로 렌더링할 수 있도록 하는 라이브러리로 전경 그래프(scene graph)와 다양한 실시간 렌더링 기술을 제공한다. VTK와 OSG는 서로 다른 목적으로 개발된 라이브러리이기 때문에 어느 한 라이브러리만을 이용해서 대용량의 수치 데이터를 가시화하는 것은 많은 노력을 필요로 한다. 따라서 VTK의 고수준 가시화 알고리즘과 OSG의 실시간 렌더링 기술을 접목하여 대용량 데이터를 빠르게 가시화하고자 하는 시도가 여러 연구 그룹에서 꾸준히 있어왔다. 본 논문에서는 테라 스케일의 거대 용량 수치 데이터를 빠르게 가시화하기 위한 방법으로 병렬 VTK 엔진과 OSG 실시간 렌더링 엔진을 접목한 병렬 가시화 시스템을 제안하고자 한다. 또, 본 논문에서 제안하는 가시화 시스템을 이용해서 실제 테라 스케일 데이터에 적용한 사례를 소개한다.

Real-Time Visualisation of Urban Landscapes Using Open-Source Software

  • Kada, Martin;Roettger, Stefan;Weiss, Karsten;Ertl, Thomas;Fritsch, Dieter
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.753-756
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    • 2003
  • The paper presents the results of the project GISMO, which aimed on generating and interactively visualising a 3D urban landscape model of the city of Stuttgart, Germany. With respect to the desired flexibility to support walkthrough and flyover applications, a combined approach using continuous level of detail, the impostor technique and a method for generalizing 3D building models was used to speed up the visualization. To reduce the costs of the project, the data collection tools and the visualization environment was built solely with open-source software.

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Design and Implementation of A 3D Virtual Environment Engine for Collaboration (다중 사용자의 공동 작업을 위한 3차원 가상 환경 기반 설계 및 구현)

  • 김종석;이진상;최윤철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.441-446
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    • 2001
  • 본 논문에서는 다중 사용자간의 상호 작용과 공동 작업을 가능하게 하는 3차원 그래픽 기반의 가상 현실 시스템 모듈의 설계에 관하여 제안하였다. 본 논문에서 제안하는 시스템은 3차원 가상 공간을 기반으로 하여 네트워크를 통한 다중 사용자의 참여와 참여자간의 인터렉션을 가능하게 하는 기반 시스템이라고 할 수 있다. 본 시스템은 클라이언트-서버 모델을 기본으로 하여 구성되었으며, 인증/보안, 분산 처리, 데이터베이스, 객체와 지역관리, 전송 데이터 압축, 동적인 Scene Graph 구성 등 여러 가지 세부 모듈이 복합적으로 사용되었다. 개발된 시스템은 3차원 가상 공간상에서 자신의 아바타를 자유롭게 조작, 네비게이션할 수 있으며, 다른 사용자들의 움직임을 실시간으로 관찰할 수 있다. 향후, 시스템에 여러 가지 모듈을 추가하여 확장하게 되면 교육, 다중 사용자들의 공동 작업, 게임, 3차원 기반의 커뮤니티 형성 등 다양한 분야에 응용될 수 있을 것이다.

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A kinect-based parking assistance system

  • Bellone, Mauro;Pascali, Luca;Reina, Giulio
    • Advances in robotics research
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    • v.1 no.2
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    • pp.127-140
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    • 2014
  • This work presents an IR-based system for parking assistance and obstacle detection in the automotive field that employs the Microsoft Kinect camera for fast 3D point cloud reconstruction. In contrast to previous research that attempts to explicitly identify obstacles, the proposed system aims to detect "reachable regions" of the environment, i.e., those regions where the vehicle can drive to from its current position. A user-friendly 2D traversability grid of cells is generated and used as a visual aid for parking assistance. Given a raw 3D point cloud, first each point is mapped into individual cells, then, the elevation information is used within a graph-based algorithm to label a given cell as traversable or non-traversable. Following this rationale, positive and negative obstacles, as well as unknown regions can be implicitly detected. Additionally, no flat-world assumption is required. Experimental results, obtained from the system in typical parking scenarios, are presented showing its effectiveness for scene interpretation and detection of several types of obstacle.

Linear Feature Detection from Complex Scene Imagery (복잡한 영상으로 부터의 선형 특징 추출)

  • 송오영;석민수
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.20 no.1
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    • pp.7-14
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    • 1983
  • Linear feature such as lines and curves are one of important features in image processing. In this paper, new method of linear feature detection is suggested. Also, we have studied approximation technique which transforms detected linear feature into data structure for the practical. This method is based on graph theory and principle of this method is based on minimal spanning tree concept which is widely used in edge linking process. By postprocessing, Hairs and inconsistent line segments are removed. To approximate and describe traced linear feature, piecewise linear approximation is adapted. The algorithm is demonstrated through computer simulations.

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Dynamic Culling Scheme Based on Altitude for Real-Time Rendering System (고도에 따른 렌더링 시스템을 위한 동적 컬링 방안)

  • Lee, Chungjae;Kang, Seokyoon;Kim, Ki Il
    • IEMEK Journal of Embedded Systems and Applications
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    • v.10 no.2
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    • pp.73-79
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    • 2015
  • Dynamic culling scheme is usually implemented to handle overhead caused by rendering the massive large-scale terrain data in flight simulator. However, existing culling scheme without considering altitude is not suitable for flight simulator due to additional computational overhead. To solve this problem, in this paper, we propose hybrid approach by applying two dynamic culling schemes depending on altitude. In addition, we remove unnessary computational overhead by creating different z-map resolution when aircraft changes its altitude. The proposed scheme is implemented with open graphic library and tested with real terrain data. Through the experimental results, we can recognize the improved rendering speed about 8 to 73 percents as compared to existing scheme.