• Title/Summary/Keyword: 법선벡터

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Triangular Mesh Segmentation Based On Surface Normal (표면 법선 기반의 삼각형 메쉬 영역화 기법)

  • Kim, Dong-Hwan;Yun, Il-Dong;Lee, Sang-Uk
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.2
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    • pp.22-29
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    • 2002
  • This paper presents an algorithm for segmentation of 3D triangular mesh data. The proposed algorithm uses iterative merging of adjacent triangle pairs based on the orientation of triangles. The surface is segmented into patches, where each patch has a similar normal property Thus, each region can be approximated to planar patch and its boundaries have perceptually important geometric information of the entire mesh model. The experimental results show that the Proposed algorithm is peformed efficiently.

Development of an Efficient Algorithm for the Minimum Distance Calculation between two Polyhedra in Three-Dimensional Space (삼차원 공간에서 두 다면체 사이의 최소거리 계산을 위한 효율적인 알고리즘의 개발)

  • 오재윤;김기호
    • Journal of the Korean Society for Precision Engineering
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    • v.15 no.11
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    • pp.130-136
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    • 1998
  • This paper develops an efficient algorithm for the minimum distance calculation between two general polyhedra(convex and/or concave) in three-dimensional space. The polyhedra approximate objects using flat polygons which composed of more than three vertices. The algorithm developed in this paper basically computes minimum distance between two polygons(one polygon per object) and finds a set of two polygons which makes a global minimum distance. The advantage of the algorithm is that the global minimum distance can be computed in any cases. But the big disadvantage is that the minimum distance computing time is rapidly increased with the number of polygons which used to approximate an object. This paper develops a method to eliminate sets of two polygons which have no possibility of minimum distance occurrence, and an efficient algorithm to compute a minimum distance between two polygons in order to compensate the inherent disadvantage of the algorithm. The correctness of the algorithm is verified not only comparing analytically calculated exact minimum distance with one calculated using the developed algorithm but also watching a line which connects two points making a global minimum distance of a convex object and/or a concave object. The algorithm efficiently finds minimum distance between two convex objects made of 224 polygons respectively with a computation time of about 0.1 second.

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Design of an Effective Bump Mapping Hardware Architecture Using Angular Operation (각 연산을 이용한 효과적인 범프 매핑 하드웨어 구조 설계)

  • 이승기;박우찬;김상덕;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.663-674
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    • 2003
  • Bump mapping is a technique that represents the detailed parts of the object surface, such as a perturberance of the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is considerable, because a large amount of per pixel computation, including the normal vector shading, is required. In this paper, we propose a new bump mapping algorithm using the polar coordinate system and its hardware architecture. Compared with other existing architectures, our approach performs bump mapping effectively by using a new vector rotation method for transformation into the reference space and minimizing illumination calculation. Consequently, our proposed architecture reduces a large amount of computation and hardware requirements.

Rendering of Sweep Surfaces using Programmable Graphics Hardware (그래픽스 하드웨어를 이용한 스윕 곡면의 렌더링)

  • Ko, Dae-Hyun;Yoon, Seung-Hyun;Lee, Ji-Eun
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.4
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    • pp.11-16
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    • 2010
  • We present an efficient algorithm for rendering sweep surfaces using programmable graphics hardware. A sweep surface can be represented by a cross-section curve undergoing a spline motion. This representation has a simple matrix-vector multiplication structure that can easily be adapted to programmable graphics hardware. The data for the motion and cross-section curves are stored in texture memory. The vertex processor considers a pair of surface parameters as a vertex and evaluates its coordinates and normal vector with a single matrix multiplication. Using the GPU in this way is between 10 and 40 times as fast as CPU-based rendering.

Small feature creation on the parameterized surface by using subdivision and texture mapping (곡면 분할 및 텍스쳐 매핑을 사용한 삼각 메쉬의 미세형상 생성)

  • Kim Hyunsoo;Choi Hankyun;Lee Kwan H.
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.730-732
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    • 2005
  • 본 논문에서는 곡면 분할 및 텍스쳐 매핑 기법을 적용하여 자유 형상의 삼각 메쉬 위에 텍스쳐 이미지를 이용한 이세 형상 정보를 표현하는 기법에 대한 연구를 하였다. 텍스쳐 이미지 상의 특징 형상을 3차원 메쉬에 표현하기 위해 먼저 삼각 메쉬를 파라미터화(pararneterization)하여 꼭지점의 텍스쳐 좌표를 획득한 후, 이미지의 픽셀 값과 꼭지점의 법선 벡터를 사용하여 메쉬의 형상을 변화시킨다.

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Clustering based Normal Vector Compression of 3D Model (클러스터링기법을 이용한 3차원 모델의 법선 벡터 압축)

  • Cho Youngsong;Kim Deok-Soo
    • Proceedings of the Society of Korea Industrial and System Engineering Conference
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    • 2002.05a
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    • pp.455-460
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    • 2002
  • As the transmission of 3D shape models through Internet becomes more important, the compression issue of shape models gets more critical. The issues for normal vectors have not yet been explored as much as it deserves, even though the size of the data for normal vectors can be significantly larger than its counterparts of topology and geometry. Presented in this paper is an approach to compress the normal vectors of a shape model represented in a mesh using the concept of clustering. It turns out that the proposed approach has a significant compression ratio without a serious sacrifice of the visual quality of the model.

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A Study on Error Verification of STL Format for Rapid Prototyping System (급속조형 시스템을 위한 STL 포맷의 오류 검증에 관한 연구)

  • Park, H.T.;Lee, S.H.
    • Journal of the Korean Society for Precision Engineering
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    • v.13 no.10
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    • pp.46-55
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    • 1996
  • As industrial standard data, the STL format which approximates three dimensional CAD model to triangular facets, is used for RP(Rapid Prototyping) system in recent days. Because most RP system take the only form of two dimensional line segments as an input stream inspite of its imperfectness while converting into STL format, a CAD model is converted into a standard industrial format which is composed of many triangular facets. The error verifying process is composed of four main steps, and these are 1) Remove facets with two or more vertices equal to each other. 2) Fix overlapping error such as more than three facets adjacent to anedge. 3) Fill holes in the mesh by using Delaunay triangulation method. 4) Correct the wrong direction and normal vectors. This paper is concerned with serching the mentioned errors in advance and modifying them.

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Haptic Interaction with Objects Displayed in a Picture based on Surface Normal Estimation (사진 속 피사체의 법선 벡터 예측에 기반한 햅틱 상호 작용)

  • Kim, Seung-Chan;Kwon, Dong-Soo
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.179-185
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    • 2013
  • In this paper we propose a haptic interaction system that physically represents the underlying geometry of objects displayed in a 2D picture, i.e., a digital image. To obtain the object's geometry displayed in the picture, we estimate the physical transformation between the object plane and the image plane based on homographic information. We then calculate the rotated surface normal vector of the object's face and place it on the corresponding part in the 2D image. The purpose of this setup is to create a force that can be rendered along with the image without distorting the visual information. We evaluated the proposed haptic rendering system using a set of pictures of objects with different orientations. The experimental results show that the participants reliably identified the geometric configuration by touching the object in the picture. We conclude this paper with a set of applications.

A Viewer Development for Various Material Agile Prototyping System (다중재료 쾌속가공시스템을 위한 뷰어 구현)

  • 천인국;김승우;안덕상;주영철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.307-311
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    • 2001
  • 신속조형시스템(RP : Rapid Prototyping)용 자료교환 표준인 STL의 자료구조는 단순하고, 조형용 2차원 단면 자료로의 전환이 용이하며, 생산 가공 기술로서의 현대적인 특성(신속성, 조형성, 경제성, 청정성 등)을 가지고 이는 장점이 있는 반면에, STL 3D 좌표값의 기준(좌표계의 원점)이 되는 크기 정보가 없다. 이런 문제를 구현된 STL 뷰어에서는, 스케일링(scaling) 기법과 선형적인 이동 기법을 사용하여 해결하였고, CAD 시스템으로 제작된 파일 자체의 문제점 패싯(facet) 중복, 정밀도, 법선 벡터 값의 오류 등도 검증기(verifier)와 오류 정정기(error corrector)글 구현하여 해결하였다. 제안된 방법으로 구현된 STL 뷰어는 시스템의 안정성과 확장성, 그리고 효율성 측면에서 우수한 성능을 보였으며, 슬라이싱(slicing), 경로 추적기(path tracer)의 전처리기의 역할을 한다.

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Compression of Normal Vectors using Octree Encoding (옥트리 인코딩을 이용한 법선 벡터의 압축)

  • Kim, Y.J.;Kim, J.J.
    • Korean Journal of Computational Design and Engineering
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    • v.12 no.2
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    • pp.109-117
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    • 2007
  • Three-dimensional mesh models have been widely used in various applications such as simulations, animations, and e-catalogs. In such applications the normal vectors of mesh models are used mainly for shading and take up the major portion of data size and transmission time paper over networks. Therefore a variety of techniques have been developed to compress them efficiently. In this paper, we propose the MOEC (Modified Octree Encoding Compression) algorithm, which allow multi lever compression ratios for 3D mesh models. In the algorithm, a modified octree has nodes representing their own positions and supporting a depth of the tree so that the normal vectors are compressed up to levels where the shading is visually indistinguishable. This approach provides efficient in compressing normals with multi-level ratios, without additional encoding when changing in compression ratio is required.