• Title/Summary/Keyword: Vertex Normal Vector

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Vertex Normal Computation using Conformal Mapping and Mean Value Coordinates (등각사상과 평균값좌표계를 이용한 정점 법선벡터 계산법)

  • Kim, Hyoung-Seok B.;Kim, Ho-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.3
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    • pp.451-457
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    • 2009
  • Most of objects in computer graphics may be represented by a form of mesh. The exact computation of vertex normal vectors is essential for user to apply a variety of geometric operations to the mesh and get more realistic rendering results. Most of the previous algorithms used a weight which resembles a local geometric property of a vertex of a mesh such as the interior angle, the area, and so on. In this paper, we propose an efficient algorithm for computing the normal vector of a vertex in meshes. Our method uses the conformal mapping which resembles synthetically the local geometric properties, and the mean value coordinates which may smoothly represent a relationship with the adjacent vertices. It may be confirmed by experiment that the normal vector of our algorithm is more exact than that of the previous methods.

Tessellation-independent Approximation of Normal Vectors (Tessellation에 독립적인 법선 벡터 근사에 대한 연구)

  • Ahn, Jaewoo;Kim, Woongsoon
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.2
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    • pp.29-32
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    • 1998
  • When rendering polyhedral models, normal vectors at polygon vertices are necessary for smooth shading. The most commonly used technique of approximating a vertex normal vector by averaging normal vectors of faces around the vertex yields, however, different results on different tessellations Further, continuous deformation of models may cause abrupt discontinuous changes in normal vector directions. In this paper, a variation of the above technique is proposed to avoid these problems. Specifically, it uses a weighted average of normal vectors of faces around the vertex, where the weight of a face being the angular span of the two edges incident on the vertex.

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High-Capacity and Robust Watermarking Scheme for Small-Scale Vector Data

  • Tong, Deyu;Zhu, Changqing;Ren, Na;Shi, Wenzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.12
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    • pp.6190-6213
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    • 2019
  • For small-scale vector data, restrictions on watermark scheme capacity and robustness limit the use of copyright protection. A watermarking scheme based on robust geometric features and capacity maximization strategy that simultaneously improves capacity and robustness is presented in this paper. The distance ratio and angle of adjacent vertices are chosen as the watermark domain due to their resistance to vertex and geometric attacks. Regarding watermark embedding and extraction, a capacity-improved strategy based on quantization index modulation, which divides more intervals to carry sufficient watermark bits, is proposed. By considering the error tolerance of the vector map and the numerical accuracy, the optimization of the capacity-improved strategy is studied to maximize the embedded watermark bits for each vertex. The experimental results demonstrated that the map distortion caused by watermarks is small and much lower than the map tolerance. Additionally, the proposed scheme can embed a copyright image of 1024 bits into vector data of 150 vertices, which reaches capacity at approximately 14 bits/vertex, and shows prominent robustness against vertex and geometric attacks for small-scale vector data.

Acceleration of Mesh Denoising Using GPU Parallel Processing (GPU의 병렬 처리 기능을 이용한 메쉬 평탄화 가속 방법)

  • Lee, Sang-Gil;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.135-142
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    • 2009
  • Mesh denoising is a method to remove noise applying various filters. However, those methods usually spend much time since filtering is performed on CPU. Because GPU is specialized for floating point operations and faster than CPU, real-time processing for complex operations is possible. Especially mesh denoising is adequate for GPU parallel processing since it repeats the same operations for vertices or triangles. In this paper, we propose mesh denoising algorithm based on bilateral filtering using GPU parallel processing to reduce processing time. It finds neighbor triangles of each vertex for applying bilateral filter, and computes its normal vector. Then it performs bilateral filtering to estimate new vertex position and to update its normal vector.

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A Digital Watermarking of 3D Geometric Model STL for Rapid Prototyping System (쾌속조형 시스템을 위한 3차원 기하학적 형상인 STL의 디지털 워터마킹)

  • 김기석;천인국
    • Journal of Korea Multimedia Society
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    • v.5 no.5
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    • pp.552-561
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    • 2002
  • In this paper, a new watermarking algorithm for STL files which contains 3D geometric information as triangular facets is proposed. STL files are widely used in rapid prototyping industry as a standard interchange format. The proposed algorithm inserts multi-bit watermark information into the surface normal vector and vertex description area of STL file without distorting the original 3D geometric information. According to the watermark bits, the position of normal vector and the direction of vertex sequence are modulated. The proposed algorithm is robust to the attack of changing the order of the triangular meshes. In addition, the invisibility requirement is also satisfied. Experiment results show that the proposed algorithm can encode and decode watermark bits into the various STL files without any distortion of 3D shape.

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An Adaptive Watermark Detection Algorithm for Vector Geographic Data

  • Wang, Yingying;Yang, Chengsong;Ren, Na;Zhu, Changqing;Rui, Ting;Wang, Dong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.1
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    • pp.323-343
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    • 2020
  • With the rapid development of computer and communication techniques, copyright protection of vector geographic data has attracted considerable research attention because of the high cost of such data. A novel adaptive watermark detection algorithm is proposed for vector geographic data that can be used to qualitatively analyze the robustness of watermarks against data addition attacks. First, a watermark was embedded into the vertex coordinates based on coordinate mapping and quantization. Second, the adaptive watermark detection model, which is capable of calculating the detection threshold, false positive error (FPE) and false negative error (FNE), was established, and the characteristics of the adaptive watermark detection algorithm were analyzed. Finally, experiments were conducted on several real-world vector maps to show the usability and robustness of the proposed algorithm.

Robust surface segmentation and edge feature lines extraction from fractured fragments of relics

  • Xu, Jiangyong;Zhou, Mingquan;Wu, Zhongke;Shui, Wuyang;Ali, Sajid
    • Journal of Computational Design and Engineering
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    • v.2 no.2
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    • pp.79-87
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    • 2015
  • Surface segmentation and edge feature lines extraction from fractured fragments of relics are essential steps for computer assisted restoration of fragmented relics. As these fragments were heavily eroded, it is a challenging work to segment surface and extract edge feature lines. This paper presents a novel method to segment surface and extract edge feature lines from triangular meshes of irregular fractured fragments. Firstly, a rough surface segmentation is accomplished by using a clustering algorithm based on the vertex normal vector. Secondly, in order to differentiate between original and fracture faces, a novel integral invariant is introduced to compute the surface roughness. Thirdly, an accurate surface segmentation is implemented by merging faces based on face normal vector and roughness. Finally, edge feature lines are extracted based on the surface segmentation. Some experiments are made and analyzed, and the results show that our method can achieve surface segmentation and edge extraction effectively.

Normal Meshes for Multiresolution Analysis on Irregular Meshes with a Boundary (다중해상도해석을 위한 Boundary를 가지는 비정규 메쉬의 Normal 메쉬화 방법)

  • 강성찬;이규열;김태완
    • Korean Journal of Computational Design and Engineering
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    • v.6 no.3
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    • pp.184-192
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    • 2001
  • In this paper we present a remeshing algorithm for irregular meshes with boundaries. The irregular meshes are approximated by regular meshes where the topological regularity is essential for the multiresolutional analysis of the given meshes. Normal meshes are utilized to reduce the necessary data size at each resolution level of the regularized meshes. The normal mesh uses one scalar value, i.e., normal offset value which is based on the regular rule of a uniform subdivision, while other remeshing schemes use one 3D vector at each vertex. Since the normal offset cannot be properly used for the boundaries of meshes, we use a combined subdivision scheme which resolves a problem of the proposed normal offset method at the boundaries. Finally, we show an example to see the effectiveness of the proposed scheme to reduce the data size of a mesh model.

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Pose Estimation of a Cylindrical Object for an Inspection Robot (검사용 로봇을 위한 원기둥형 물체의 자세 추정 방법)

  • 정규원
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.12 no.1
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    • pp.8-15
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    • 2003
  • The cylindrical object such as a water pipe or an oil pipeline are widely used in the infrastructure. Those pipes should be inspected periodically by human or a robot. However, since there is no edge or vertex in the pipe, it is very difficult for the robot to navigate along the pipe. In this paper in order to guide the robot along the axis of the pipe, an algorithm which find the axis using the measured range data from the robot to the pipe wall is developed The algorithm is verified using both the simulated range data and the measured one.

Posture Estimation Method for a Cylindrical Object (원기둥형 물체의 자세 인식 방법)

  • Jeong, Kyu-Won
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2003.04a
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    • pp.234-239
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    • 2003
  • A cylindrical shape object is widely used as a mechanical part and a water pipe or an oil pipeline which are of cylindrical shape are widely used in the infrastructure. In order to handling such objects automatically using a robot, the posture i.e. orientation in 3D space should be recognized. However, since there is no edge or vertex in the pipe, it is very difficult task for the robot. In this paper in order to guide the robot, two kind of algorithms which find the axis using the measured range data from the robot to the object surface are to be developed. The algorithms are verified using both the simulated range data and the measured one.

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