• Title/Summary/Keyword: 폴리곤 분할

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Development of Scanning Laser Opthalmoscope by using APD (APD를 이용한 2차원 Scanning Laser Opthalmoscope 개발)

  • 이숙희;윤여훙;이태원;이영춘;장정운;양연식
    • Proceedings of the Optical Society of Korea Conference
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    • 2003.07a
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    • pp.74-75
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    • 2003
  • 안구는 외막, 중막, 내막, 등으로 이루어져 있고, 그 중에서 가장 중요한 부분의 망막이다. 망막은 외부 물체에서 오는 빛을 받아 그 양을 정량적으로 분척하여 뇌로 보내는 역할을 한다. 이로 인해서 망막이 손상되면 눈에 치명적인 영향을 주어 자칫 시력을 잃을 수 있다. 안과에서 의사들은 정확한 병명을 진단하거나 안전한 수술을 하기 위해서 명확한 망막의 상을 얻어야 한다. 본 연구는 공초점 방식으로 망막 영상을 획득하기 위한 연구로써, 폴리곤 미터, 갈바노 미터 등의 복잡한 광학적 시스템이 제안되었다. (중략)

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Model ins based on Muscle Model for Three-Dimensional Facial Expression Animalion (3차원 얼굴 표정 애니메이션을 위한 근육모델 기반의 모델링)

  • 이혜진;정현숙;이일병
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.742-744
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    • 2002
  • 얼굴 애니메이션은 개인을 쉽게 구분하고 의사소통을 효율적으로 할 수 있는 보조도구로써 최근 연구가 활발하다. 본 논문에서는 얼굴 표정생성을 위해서 실제얼굴의 피부조직 얼굴 근육 등 해부학적 구조에 기반한 근육 기반 모델 방법을 사용하여 현실감 있고 자연스러운 얼굴 애니메이션이 이루어지도록 한다. 또한 부드러운 얼굴모델을 구현하기 위하여 폴리곤 메쉬를 분할하고 얼굴 표정에 중요한 영향을 미치는 얼굴근육을 추가하여 다양하고 자연스러운 표정을 연출하는 방법을 제시하고자 한다. 제안된 방법을 water〔3〕의 모델에 적용해 봄으로서 더 실감 있는 얼굴 애니메이션에 접근할 수 있는 결과를 얻을 수 있었다. 이 결과는 화상회의나 가상현실, 원격교육, 영화 등 많은 분야에서 활용될 수 있다.

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Collision Detection for Large-Scaled Environments (넓은 가상공간에서의 충돌검출)

  • 이승욱;박경환
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.217-219
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    • 2003
  • 본 논문에서는 실시간으로 상호작용이 가능한 광범위한 3차원의 넓은 외부영역을 렌더링하기 위해 공간문할 방법으로 제한적 옥트리를 이용하고, 충돌검출 방법으로 계층적 경계상자를 사용하여 효과적으로 충돌검출을 하는 방법을 소개한다. 넓은 외부 영역을 동적으로 빠르게 처리하기 위해 공간을 분할시켜 처리영역을 축소하고 3차원 공간을 고정볼륨 바운드를 구축한 후 이를 처리 값으로 이용한 계층적 경계상자를 이용하여 충돌처리를 한다. 옥트리는 정적인 물체에 대한 정확한 표현 시 주로 사용되나 본 논문에서는 이를 동적인 환경에 이용하기 위하여 제한적 OSF를 사용한다. 또한 폴리곤의 충돌검사를 모두 하지 않고 빠른 시간에 충돌검출을 판단할 수 있는 방법과 경계상자의 충돌검출에 대한 비용이 3차원 개체 개수에 대해 비례하여 증가하는 데에 대한 개선 방법을 제안한다.

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A Study on Filling Holes of Large Polygon Model using Implicit Surface Scheme and Domain Decomposition Method (음함수 곡면기법과 영역 분할법을 이용한 대형 폴리곤 모델의 홀 메움에 관한 연구)

  • Yoo Dong-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.23 no.1 s.178
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    • pp.174-184
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    • 2006
  • In order to fill the holes with complex shapes in the large polygon model, a new approach which is based on the implicit surface interpolation method combined with domain decomposition method is presented. In the present study, a surface is constructed by creating smooth implicit surface from the incomplete polygon model through which the surface should pass. In the method an implicit surface is defined by a radial basis function, a continuous scalar-valued function over the domain $R^3$ The generated surface is the set of all points at which this scalar function takes on the value zero and is created by placing zero-valued constraints at the vertices of the polygon model. In this paper the well-known domain decomposition method is used in order to treat the large polygon model. The global domain of interest is divided into smaller domains where the problem can be solved locally. LU decomposition method is used to solve a set of small local problems and their local solutions are combined together using the weighting coefficients to obtain a global solution. In order to show the validity of the present study, various hole fillings are carried out fur the large and complex polygon model of arbitrary topology.

A Study on Local Hole Filling and Smoothing of the Polygon Model (폴리곤모델의 국부적 홀 메움 및 유연화에 관한 연구)

  • Yoo, Dong-Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.23 no.9 s.186
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    • pp.190-199
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    • 2006
  • A new approach which combines implicit surface scheme and recursive subdivision method is suggested in order to fill the holes with complex shapes in the polygon model. In the method, a base surface is constructed by creating smooth implicit surface from the points selected in the neighborhood of holes. In order to assure C$^1$ continuity between the newly generated surface and the original polygon model, offset points of same number as the selected points are used as the augmented constraint conditions in the calculation of implicit surface. In this paper the well-known recursive subdivision method is used in order to generate the triangular net with good quality using the hole boundary curve and generated base implicit surface. An efficient anisotropic smoothing algorithm is introduced to eliminate the unwanted noise data and improve the quality of polygon model. The effectiveness and validity of the proposed method are demonstrated by performing numerical experiments for the various types of holes and polygon model.

Optimization of Extraction Conditions of Polyphenolic Compounds from Apple Pomace by Response Surface Methodology (반응표면분석에 의한 사과 pomace로부터의 폴리페놀 추출조건 최적화)

  • Kim, Yoon-Sook;Kim, Ro-Sa;Moon, Ji-Hye;Ji, Joong-Ryong;Choi, Hee-Don;Park, Yong-Kon
    • Korean Journal of Food Science and Technology
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    • v.41 no.3
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    • pp.245-250
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    • 2009
  • This study examined the optimization of alcohol extraction conditions for maximizing the total polyphenols derived from apple pomace, by response surface methodology (RSM). The effects of four independent variables, including $X_1$ (ratio of solvent to sample content), $X_2$ (dipping time), $X_3$ (extraction time), and $X_4$(extraction temperature), were investigated at five levels using central composite design (CCD). $Y_1$ (yield) and $Y_2$ (total polyphenols) were chosen as dependent variables. The coefficients of determination, $R^2$, were greater than 0.900 (0.9042 and 0.9555). The results showed that the model fit was very significant (p<0.001). The optimum extraction conditions were as follows: 13.00 mL/g for the ratio of solvent to sample content, 89.02 min for dipping time, 180 min for extraction time, and $70^{\circ}C$ for extraction temperature. At these conditions, the predicted total polyphenol content was 29.68 mg catechin equiv./g.

A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.

Automatic Matching of Building Polygon Dataset from Digital Maps Using Hierarchical Matching Algorithm (계층적 매칭 기법을 이용한 수치지도 건물 폴리곤 데이터의 자동 정합에 관한 연구)

  • Yeom, Junho;Kim, Yongil;Lee, Jeabin
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.33 no.1
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    • pp.45-52
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    • 2015
  • The interoperability of multi-source data has become more important due to various digital maps, produced from public institutions and enterprises. In this study, the automatic matching algorithm of multi-source building data using hierarchical matching was proposed. At first, we divide digital maps into blocks and perform the primary geometric registration of buildings with the ICP algorithm. Then, corresponding building pairs were determined by evaluating the similarity of overlap area, and the matching threshold value of similarity was automatically derived by the Otsu binary thresholding. After the first matching, we extracted error matching candidates buildings which are similar with threshold value to conduct the secondary ICP matching and to make a matching decision using turning angle function analysis. For the evaluation, the proposed method was applied to representative public digital maps, road name address map and digital topographic map 2.0. As a result, the F measures of matching and non-matching buildings increased by 2% and 17%, respectively. Therefore, the proposed method is efficient for the matching of building polygons from multi-source digital maps.

Area Changes in the Administrative Boundary Map of Korea by National Geodetic Reference Frames (세계측지계 전환에 따른 우리나라 행정구역도상 면적 변화)

  • Bae, Tae-Suk;Kim, Jeong-Hee;Yoon, Jong-Seong;Jeong, Jae-Joon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.30 no.3
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    • pp.241-247
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    • 2012
  • The national geodetic reference frame of Korea switched to the International Terrestrial Reference Frame (ITRF) in 2003. In order to study the land area changes, we calculated the entire land area of Korea using the administrative boundaries of census data provided by Statistics Korea. The standard transformation procedure by the National Geographic Information Institute (NGII) was followed. The Transverse Mercator (TM) projected coordinates were transformed into the GRS80-based world geodetic reference frame, and the ellipsoidal and the projected areas were calculated. The provinces that range over two projection origins were divided into two polygons and projected using appropriate origins. After the transformation, all boundaries were shifted in the northwestern direction, resulting in a decreased area of $1.36km^2$ (about 0.0013%) on the projected plane. Moving the boundaries into a high latitude area cancels out the effect of the enlarged ellipsoid. In addition, the rate of change shows that a higher-latitude province is more sensitive to the shift of the boundaries. The data by Statistics Korea is significantly different from those of the Ministry of Land, Transport and Maritime Affairs (MLTM), thus it is urgently recommended that the data are integrated and unified.

Oil Spill Visualization and Particle Matching Algorithm (유출유 이동 가시화 및 입자 매칭 알고리즘)

  • Lee, Hyeon-Chang;Kim, Yong-Hyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.53-59
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    • 2020
  • Initial response is important in marine oil spills, such as the Hebei Spirit oil spill, but it is very difficult to predict the movement of oil out of the ocean, where there are many variables. In order to solve this problem, the forecasting of oil spill has been carried out by expanding the particle prediction, which is an existing study that studies the movement of floats on the sea using the data of the float. In the ocean data format HDF5, the current and wind velocity data at a specific location were extracted using bilinear interpolation, and then the movement of numerous points was predicted by particles and the results were visualized using polygons and heat maps. In addition, we propose a spill oil particle matching algorithm to compensate for the lack of data and the difference between the spilled oil and movement. The spilled oil particle matching algorithm is an algorithm that tracks the movement of particles by granulating the appearance of surface oil spilled oil. The problem was segmented using principal component analysis and matched using genetic algorithm to the point where the variance of travel distance of effluent oil is minimized. As a result of verifying the effluent oil visualization data, it was confirmed that the particle matching algorithm using principal component analysis and genetic algorithm showed the best performance, and the mean data error was 3.2%.