• Title/Summary/Keyword: 2D & 3D sketch

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A hybrid approach for character modeling using geometric primitives and shape-from-shading algorithm

  • Kazmin, Ismail Khalid;You, Lihua;Zhang, Jian Jun
    • Journal of Computational Design and Engineering
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    • v.3 no.2
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    • pp.121-131
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    • 2016
  • Organic modeling of 3D characters is a challenging task when it comes to correctly modeling the anatomy of the human body. Most sketch based modeling tools available today for modeling organic models (humans, animals, creatures etc) are focused towards modeling base mesh models only and provide little or no support to add details to the base mesh. We propose a hybrid approach which combines geometrical primitives such as generalized cylinders and cube with Shape-from-Shading (SFS) algorithms to create plausible human character models from sketches. The results show that an artist can quickly create detailed character models from sketches by using this hybrid approach.

3D Modeling of Self-Occluding Objects from 2D Drawings (자기폐색 물체의 2D 커브로부터의 3D모델링)

  • Cordier Frederic;Seo Hye-Won;Cho Young-Sang
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.741-750
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    • 2006
  • In this paper, we propose a method for reconstructing a 3D object (or a set of objects) from a 2D drawing provided by a designer. The input 2D drawing consists of a set of contours that may partially overlap each other or be self-overlapping. Accordingly, the resulting 3D object(s) may occlude each other or be self-occluding. The proposed method is composed of three major steps: 2D contour analysis, 3D skeleton computation, and 3D object construction. Our main contribution is to compute the 3D skeleton from the self-intersecting 2D counterpart. We formulate the 3D skeleton construction problem as a sequence of optimization problems, to shape the skeleton and place it in the 3D space while satisfying C1-continuity and intersection-free conditions. Our method is mainly for a silhouette-based sketching interface for the design of 3D objects including self-intersecting objects.

Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

Analysis of paper map images for acquiring 3D terrain data (3차원 지형 자료 획득을 위한 지도 영상 분석)

  • LEE, JIN SEON
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.68-76
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    • 1996
  • One of the major problems in GIS(Geographical Information Systems) involves acquiring 3-D terrain data. Because conventional methods such as land surveying or analysis of aerial photographs are costly, the method of using existing paper maps has been gaining considerable attention. This method demands three processing steps: 1) extraction of contours, 2) assignment of height values to the extracted contours, 3) reconstruction of 3-D terrain data. In this paper we systematically develop a procedure for acquiring 3-D terrain data from contour solutions. For the first two steps, we describe the necessary operations and roughly sketch solutions. For the last step, we propose an efficient raster-based algorithm and present the results of experiments with existing paper map images.

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UNIMODULAR ROOTS OF RECIPROCAL LITTLEWOOD POLYNOMIALS

  • Drungilas, Paulius
    • Journal of the Korean Mathematical Society
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    • v.45 no.3
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    • pp.835-840
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    • 2008
  • The main result of this paper shows that every reciprocal Littlewood polynomial, one with {-1, 1} coefficients, of odd degree at least 7 has at least five unimodular roots, and every reciprocal Little-wood polynomial of even degree at least 14 has at least four unimodular roots, thus improving the result of Mukunda. We also give a sketch of alternative proof of the well-known theorem characterizing Pisot numbers whose minimal polynomials are in $$A_N=\{[{X^d+ \sum\limits^{d-1}_{k=0} a_k\;X^k{\in} \mathbb{Z}[X]\;:\;a_k={\pm}N,\;0{\leqslant}k{\leqslant}d-1}\}$$ for positive integer $N{\geqslant}2$.

Development of a Cooling Circuit Design System for Injection Molding Die of Vehicular Lamp (자동차 램프 사출금형 냉각회로 설계지원 시스템 개발)

  • Cho, Hyeon-Uk;Park, Jung-Whan;Park, Soo-Jung;Shin, Dong-Jin;Lee, Seok-Jung
    • Journal of the Korean Society for Precision Engineering
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    • v.29 no.2
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    • pp.185-192
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    • 2012
  • The paper presents the development of a cooling circuit design system that automatically creates 3D cooling circuit on a given section plane conforming to design specifications, generates 3D solid model of cooling line segments defined on a 2D sketch plane, and verifies interference of 3D cooling channel with the molding die surface. The system was developed mainly for designing plastic injection molding die of vehicular lamp, which helps the mold designer to rapidly construct cooling circuits but also reduce designer's unintended mistakes by conforming to the dimensional design specifications. It is used by an injection molding die manufacturing company in Korea, and reported approximately 20% reduction of cooling channel design time.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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A Study on the Possibility of Pattern Design Using CAD System (With concentration on the change of coat basic pattern) (CAD System을 이용한 패턴디자인설계 활용가능성에 관한 연구(I)-Coat 원형을 중심으로-)

  • 김옥경
    • Journal of the Korean Society of Costume
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    • v.20
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    • pp.49-62
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    • 1993
  • The purpose of this research was to utilize of Pattern Design System(P.D.S) by using AM-300 The conclusion were like these : 1. A coat of basic pattern was selected by design sketch. 2. The basic pattern was input into computer by digitizing. 3. The basic pattern was change into designed shape by using various skills. This system were enabled to draw straight lines, curves, delete lines, sections of lines, extend lines, cut pattern into sections, measure line or section reproduce whole pattern shape of section, rotate and mirror pattern and complete patterns. 4. Automatic grading of finished master pattern have been developed by creation and modification of grading rules of basic pattern. 5. Production pattern added seam allowance, not-ches was generated by P.D.S menu option. 6. Finished pattern design was plotted out 100% and 20% size by AM-300 Plotter. This results will be the basic materials to develop the CAD SYSTEM if some problems were improve. Furthermore, the utilization of P.D.S is expected to be developing in pattern making process.

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A Study on the Visual Preference in Enclosed Spaces Based on the Paired Comparison Method (쌍체비교기법을 통한 중정의 시각적 선호에 관한 연구)

  • 이태희;임승빈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.14 no.3
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    • pp.3-19
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    • 1987
  • The purpose of this study was to investigate desirable width / height ratio of enclosed space and to offer basic information for the design of enclosed spaces. The data of this study were gathered from the experiment through simulation. Photographic sampling of 7 campus sites located in Kwanak campus of Seoul National University and slides of perspective drawings of enclosed spaces with various D/H ratio (12, 1, 2, 4, 6, 9, 12)were used for simulation. A response format was made using the method of paired comparison and students from various departments were randomly selected for evaluation. In the method of analysis of data Thurstone's equation of Comparative Judgement was used for calculating preference score. A1so non-linear regression analysis was used for finding out relations between preference and D/H ratio. The other method of data analysis were correlation, Chi - test. And the results were summarized as follows. 1. In sketch simulation the ratio of D/H 4 got the highest preference store. This result suggests that desirable D/H ratio of enclosed space is D/H 4. And at the lower range of D/H ratio, as ratio increases, the preference score increases. At the higher range of D/H ratio, however, as ratio increases, the preference score starts to decrease from the cardinal point of D/H 4. 2. In campus photograph simulation preference is influenced by slope, elevation change of floor, trees, lawn area, familiarity, space arrangement, and exterior shape of building besides D/H ratio. 3. The preference virtue was not significantly affected by order effect. This result suggests that order effect can be ignored in the study of visual preference. 4. There are so many factors related to preference that it is difficult to explore those factors without scientific information based on scientific method. We must carry out study for scientific approach of planning and design based on precise, complete simulation technique.

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The evaluation of affected visual landscape of Taereung National Training Center to Taereung and Gangneung UNESCO World Heritage (세계문화유산 태릉·강릉에 대한 태릉선수촌의 시각적 경관영향률 분석)

  • Park, Jae-Min;Hong, Youn-Soon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.33 no.4
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    • pp.65-76
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    • 2015
  • The purpose of this study is to determine the evaluation of affected visual landscape of Taereung National Training Center to Taereung and Gangneung UNESCO World heritages, South Korea. For this research, it used to offer the affected visual landscape rate and 3D simulation with Sketch up 8.0. This study conducted over 4 steps. Step 1, view points are selected with literature review and interview. Step 2, with Sketch up created 3D modelling and calculated the affected rate on the landscape. Step 3 individual buildings were mapped with the affected rate. Lastly, step 4 were identified the results through field research. From this results, the visual landscape of Taereung and Gangneung that are damaged by the Taereung National Training Center did not appear higher than initially expected. The entrance area on Gangneung, however, where is affected from Oryungwan, Korea Sports Institute, Philseung Gym needs to establish a way to improve that landscape impact. In case of Taereung, it did not appear damaged due to the hiding effect of the forest. By field survey to confirm those results, it shows seasonal differences. In the case of the summer and autumn derive similar results with 3D simulation but were exposed buildings in the winter and spring. It means when the simulation based on the summer and fall operates, it may not reflect the affected landscape of certain times such as winter and spring. This study has significance as a basic research to co-exist between the traditional heritage and modern heritage.