• Title/Summary/Keyword: 벡터 맵

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Calculation of Intersection between Z-map Vectors and Circularly Moving Filleted-end Mills (원호운동 필렛 엔드밀과 Z-맵 벡터의 교점 계산)

  • 맹승렬;백낙훈;신성용;최병규
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.4
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    • pp.278-288
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    • 2003
  • Presented in this paper is a numerical method for calculating the intersection points between Z-map vectors and the tool swept surface for circularly moving filleted-end mills. In numerically controlled(NC) machining simulation for large moulds and dies, a workpiece is frequently approximated as a set of z-axis aligned vectors, called Z-map vectors, and then the machining processes can be simulated through updating the Z-map with the intersection points. Circular motions are typically used for machining the free-form surfaces. For fast computation, we express each of intersection points with a single-variable non-linear equation and calculate the candidate interval in which the unique solution exists. Then, we prove the existence of a solution and its uniqueness in this candidate interval. Based on these properties, we can effectively apply numerical methods to finally calculate the solution of the nonlinear equation within a given precision. Experimental results are given for the case of a TV monitor and the hood of a car.

Pose and Illumination Invariant Face Recognition Using Cylindrical Model (원통형 모델을 이용한 포즈와 조명 불변 얼굴인식)

  • Noh, Jin-Woo;Kim, Sang-Jun;Park, Gwi-Tae
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1909-1910
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    • 2008
  • 본 논문에서는 실린더 모델을 이용하여 머리의 다양한 포즈 변화와 조명 변화에 대해 강인한 얼굴 인식을 제안하고자 한다. 실린더 모델은 사람의 머리가 실린더 모양과 유사하고 그 표면은 얼굴에 해당된다고 가정한다. 실린더 모델은 6가지의 모션 파라메터를 따라 움직이며 Lucas-Kanade 알고리즘에 의해 모션 파라메터의 양을 결정한다. 강인한 동작을 위해 템플릿을 지속적으로 바꿔주는 동적 템플릿(dynamic template)방법과 그에 따른 에러가 누적되는 것을 막기 위해 re-registration방법을 사용한다. 조명 문제를 해결하기 위해 템플릿에서 조명 주성분 벡터를 추출하여 제거하는 방법으로 조명 효과를 제거한다. 실험에서는 다양한 포즈 변화와 조명 변화가 반영된 얼굴 데이터베이스를 구축하고 추출한 텍스쳐 맵(texture map image)을 SVM에 적용함으로서 포즈, 조명 변화에 강인한 얼굴인식을 보인다.

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Detecting pedestrians from depth images using Kinect (키넥트를 이용한 깊이 영상에서 보행자 탐지)

  • Cho, Jae-hyeon;Moon, Nam-me
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.40-42
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    • 2019
  • 색상 영상과 이에 상응하는 깊이 영상으로 3차원 비디오를 만드는 방법은 최근 키넥트 깊이 카메라와 같이 저가임에도 불구하고 높은 성능을 보이는 카메라가 시중에 출시되면서 다양한 형태의 응용분야에 많이 사용되기 시작했다[1]. 본 연구는 TOF(Time Of Flight) 카메라와 RGB 카메라가 같이 있는 키넥트를 이용해서 깊이 영상에서 보행자를 탐지한다. 전처리 작업으로 배경 깊이 맵을 미리 저장하고, 깊이의 차이로 보행자 유무를 알아낸다. 보행자를 지속적으로 탐지하기 위해 CAMShift 알고리즘을 사용해 라벨링과 보행자 추적을 하며, 보행자의 진행 방향과 속도를 탐지하기 위해 Dense Optical Flow를 사용해 보행자의 벡터 정보를 저장한다. 보행자가 깊이 맵 밖으로 나가면 해당 보행자에 대한 탐지를 종료한다.

Development of Adaptive Moving Obstacle Avoidance Algorithm Based on Global Map using LRF sensor (LRF 센서를 이용한 글로벌 맵 기반의 적응형 이동 장애물 회피 알고리즘 개발)

  • Oh, Se-Kwon;Lee, You-Sang;Lee, Dae-Hyun;Kim, Young-Sung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.5
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    • pp.377-388
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    • 2020
  • In this paper, the autonomous mobile robot whit only LRF sensors proposes an algorithm for avoiding moving obstacles in an environment where a global map containing fixed obstacles. First of all, in oder to avoid moving obstacles, moving obstacles are extracted using LRF distance sensor data and a global map. An ellipse-shaped safety radius is created using the sum of relative vector components between the extracted moving obstacles and of the autonomuos mobile robot. Considering the created safety radius, the autonomous mobile robot can avoid moving obstacles and reach the destination. To verify the proposed algorithm, use quantitative analysis methods to compare and analyze with existing algorithms. The analysis method compares the length and run time of the proposed algorithm with the length of the path of the existing algorithm based on the absence of a moving obstacle. The proposed algorithm can be avoided by taking into account the relative speed and direction of the moving obstacle, so both the route and the driving time show higher performance than the existing algorithm.

A fast Inter Mode Decision Based on Local Statistics in H.264/AVC (지역 통계를 이용한 H.264/AVC의 고속 인터 모드 예측)

  • Lee, Dong-Shik;Kim, Young-Mo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.997-1003
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    • 2007
  • H.264/AVC enhances inter-frame coding performance adopting new intra and inter mode prediction in inter-frame motion prediction. H.264 encoder provides performance superior to existing standards with the prediction modes. Instead of enhanced performance, however, both predictions increase complexity of encoder and demand a lot of coding time. This paper proposes a method using local statistics of resultant intra mode, my and mode map to predict inter mode. There are relationship between intra and inter mode, and we can predict inter mode using neighboring macroblocks' resultant mode and motion vector according to the contents of frame. The experimental results show that the proposed algorithm reduces encoding time by 31% on average with a negligible loss of PSNR and bitrate.

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The Learning Preference based Self-Directed Learning System using Topic Map (토픽 맵을 이용한 학습 선호도 기반의 자기주도적 학습 시스템)

  • Jeong, Hwa-Young;Kim, Yun-Ho
    • Journal of Advanced Navigation Technology
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    • v.13 no.2
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    • pp.296-301
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    • 2009
  • In the self-directed learning, learner can construct learning course. But it is very difficult for learner to construct learning course with understanding the various learning contents's characteristics. This research proposed the method to support to learner the information of learning contents type to fit the learner as calculate the learner's learning preference when learner construct the learning course. The calculating method of learning preference used preference vector value of topic map. To apply this method, we tested 20 learning sampling group and presented that this method help to learner to construct learning course as getting the high average degree of learning satisfaction.

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Vector Map Data compression based on Douglas Peucker Simplification Algorithm and Bin Classification (Douglas Peucker 근사화 알고리즘과 빈 분류 기반 벡터 맵 데이터 압축)

  • Park, Jin-Hyeok;Jang, Bong Joo;Kwon, Oh Jun;Jeong, Jae-Jin;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.18 no.3
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    • pp.298-311
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    • 2015
  • Vector data represents a map by its coordinate and Raster data represents a map by its pixel. Since these data types have very large data size, data compression procedure is a compulsory process. This paper compare the results from three different methodologies; GIS (Geographic Information System) vector map data compression using DP(Douglas-Peucker) Simplification algorithm, vector data compression based on Bin classification and the combination between two previous methods. The results shows that the combination between the two methods have the best performance among the three tested methods. The proposed method can achieve 4-9% compression ratio while the other methods show a lower performance.

Performance Improvement of Map Matching Using Compensation Vectors (보정벡터를 이용한 맵 매칭의 성능 향상)

  • Ahn Do-Rang;Lee Dong-Wook
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.54 no.2
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    • pp.97-103
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    • 2005
  • Most car navigation systems(CNS) estimate the vehicle's location using global positioning system(GPS) or dead reckoning(DR) system. However, the estimated location has undesirable errors because of various noise sources such as unpredictable GPS noises. As a result, the measured position is not lying on the road, although the vehicle is known to be restricted on the road network. The purpose of map matching is to locate the vehicle's position on the road network where the vehicle is most likely to be positioned. In this paper, we analyze some general map matching algorithms first. Then, we propose a map matching method using compensation vectors to improve the performance of map matching. The proposed method calculates a compensation vector from the discrepancy between a measured position and an estimated position. The compensation vector and a newly measured position are to be used to determine the next estimation. To show the performance improvement of the map matching using compensation vectors, the real time map matching experiments are performed. The real road experiments demonstrate the effectiveness and applicability of the proposed map matching.

Comment on the Copyrightability of Font-files as Computer Program (글자체파일의 컴퓨터프로그램저작물성 판단에 대한 비판)

  • Jeong, Jin-Keun
    • Journal of Software Assessment and Valuation
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    • v.15 no.2
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    • pp.17-24
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    • 2019
  • Use without permission of font files is a social problem. In the meantime, our court recognized font files as computer programs. Is the font file a computer program? This recognition arises from the inability to distinguish between computer programs and data. Expert recognition, on the other hand, does not recognize font files as computer programs. In this regard, there was a case in 2014 that INI files were not computer programs, but only data files. So, the attitude of the Supreme Court in 2001 only makes it difficult to distinguish between computer programs and data. The Supreme Court's decision needs to be changed. In addition, a new legal system should be in place to protect font files.

A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.