• Title/Summary/Keyword: 2D 컴퓨터그래픽스

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Searching Human Motion Data by Sketching 3D Trajectories (3차원 이동 궤적 묘사를 통한 인간 동작 데이터 검색)

  • Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.2
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    • pp.1-8
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    • 2013
  • Captured human motion data has been widely utilized for understanding the mechanism of human motion and synthesizing the animation of virtual characters. Searching for desired motions from given motion data is an important prerequisite of analyzing and editing those selected motions. This paper presents a new method of content-based motion retrieval without the need of additional metadata such as keywords. While existing search methods have focused on skeletal configurations of body pose or planar trajectories of locomotion, our method receives a three-dimensional trajectory as its input query and retrieves a set of motion intervals in which the trajectories of body parts such as hands, foods, and pelvis are similar to the input trajectory. In order to allow the user to intuitively sketch spatial trajectories, we used the Leap Motion controller that can precisely trace finger movements as the input device for our experiments. We have evaluated the effectiveness of our approach by conducting a user study in which the users search for dozens of pre-selected motions from baseketball motion data including a variety of moves such as dribbling and shooting.

A Study on Three-Dimensional Image Modeling and Visualization of Three-Dimensional Medical Image (삼차원 영상 모델링 및 삼차원 의료영상의 가시화에 관한 연구)

  • Lee, Kun;Gwun, Oubong
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.27-34
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    • 1997
  • 3-D image modeling is in high demand for automated visual inspection and non-destructive testing. It also can be useful in biomedical research, medical therapy, surgery planning, and simulation of critical surgery (i.e. cranio-facial). Image processing and image analysis are used to enhance and classify medical volumetric data. Analyzing medical volumetric data is very difficult In this paper, we propose a new image modeling method based on tetrahedrization to improve the visualization of three-dimensional medical volumetric data. In this method, the trivariate piecewise linear interpolation is applied through the constructed tetrahedral domain. Also, visualization methods including iso-surface, color contouring, and slicing are discussed. This method can be useful to the correct and speedy analysis of medical volumetric data, because it doesn't have the ambiguity problem of Marching Cubes algorithm and achieves the data reduction. We expect to compensate the degradation of an accuracy by using an adaptive sub-division of tetrahedrization based on least squares fitting.

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Implementation of 3D Shoe CAD System (3차원 신발 CAD 시스템의 구현)

  • 이건호;김희준;김영봉
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.605-608
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    • 2003
  • 신발의 디자인과 설계는 기술의 부족으로 과거 수십년 동안 3차원 실물을 대상으로 직접 이루어지지 못했다. 불과 몇년 전까지만 해도 신발 설계는 신발모형을 본뜬 근사적인 2차원 Last상에서 숙련된 전문 신발 디자이너의 손에 의해서만 가능한 일이었으나 최근에는 컴퓨터 S/W와 그래픽스 기술의 빠른 성장에 힘입어 3차원 Last를 대상으로 직접 신발을 설계하는 기술들이 개발되어 보다 효율적인 신발 설계가 가능하게 되었다. 그러나 아직 국내에서는 이러한 기술에 대한 연구, 개발은 미미한 수준이다. 본 논문에서는 3차원 Last를 2차원 평면으로 펼쳐서 양 차원간의 기하정보를 적절하게 Mapping 시키고 3차원 Last상에 직접 스타일 라인을 생성, 설계한 다음 이를 인터렉티브하게 2차원 패턴으로 생성해내는 3차원 신발 캐드 시스템을 구현 하였다.

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Massive Fluid Simulation Using a Responsive Interaction Between Surface and Wave Foams (수면거품과 웨이브거품의 미세한 상호작용을 이용한 대규모 유체 시뮬레이션)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.29-39
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    • 2017
  • This paper presents a unified framework to efficiently and realistically simulate surface and wave foams. The framework is designed to first project 3D water particles from an underlying water solver onto 2D screen space in order to reduce the computational complexity of determining where foam particles should be generated. Because foam effects are often created primarily in fast and complicated water flows, we analyze the acceleration and curvature values to identify the areas exhibiting such flow patterns. Foam particles are emitted from the identified areas in 3D space, and each foam particle is advected according to its type, which is classified on the basis of velocity, thereby capturing the essential characteristics of foam wave motions. We improve the realism of the resulting foam by classifying it into two types: surface foam and wave foam. Wave foam is characterized by the sharp wave patterns of torrential flow s, and surface foam is characterized by a cloudy foam shape even in water with reduced motion. Based on these features, we propose a technique to correct the velocity and position of a foam particle. In addition, we propose a kernel technique using the screen space density to efficiently reduce redundant foam particles, resulting in improved overall memory efficiency without loss of visual detail in terms of foam effects. Experiments convincingly demonstrate that the proposed approach is efficient and easy to use while delivering high-quality results.

Exploration of an Optimal Two-Dimensional Multi-Core System for Singular Value Decomposition (특이치 분해를 위한 최적의 2차원 멀티코어 시스템 탐색)

  • Park, Yong-Hun;Kim, Cheol-Hong;Kim, Jong-Myon
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.9
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    • pp.21-31
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    • 2014
  • Singular value decomposition (SVD) has been widely used to identify unique features from a data set in various fields. However, a complex matrix calculation of SVD requires tremendous computation time. This paper improves the performance of a representative one-sided block Jacoby algorithm using a two-dimensional (2D) multi-core system. In addition, this paper explores an optimal multi-core system by varying the number of processing elements in the 2D multi-core system with the same 400MHz clock frequency and TSMC 28nm technology for each matrix-based one-sided block Jacoby algorithm ($128{\times}128$, $64{\times}64$, $32{\times}32$, $16{\times}16$). Moreover, this paper demonstrates the potential of the 2D multi-core system for the one-sided block Jacoby algorithm by comparing the performance of the multi-core system with a commercial high-performance graphics processing unit (GPU).

A study of Beauty Make-up Using Computer Graphics (뷰티 메이크업을 위한 컴퓨터 그래픽스 활용에 관한 연구)

  • Kwon, Hyun-Ah
    • Fashion & Textile Research Journal
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    • v.8 no.2
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    • pp.214-224
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    • 2006
  • Computer graphics mean a reproduction of various information through image processing or the technology that is widely thought in makeup areas also, recently. Especially, Adobe Illustrator, unlike Adobe Photoshop used in image editing and correction, is software suitable for image drawing and reproducing beauty makeup. Beauty makeup is a work adorning human body to fit to the aesthetic standard in that period, and is a plastic art expressing shapes, colors and textures using design elements. Adobe Illustrator is a 2D graphics designing images using shapes having plane colors. In this study I studied techniques reproducing each element of contours and colors of beauty makeup through Adobe Illustrator CS. In other words, I have prepared a reference data by studying techniques reproducing beauty makeup using Adobe Illustrator CS. In this study, though, I couldn't try various things, because I limited facial contour and skin color to only one kind. Therefore, I hope, in the future, others can expand the ethnics of using Adobe Illustrator in more enriched ways by working on various facial contours and skin colors.

Design of Platform Independent 3D Shoe CAD System (플랫폼에 독립적인 3D 신발 캐드 시스템의 설계)

  • Lee, Yun-Jung;Lee, Young-Sook;Kim, Young-Bong
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.1010-1019
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    • 2006
  • CAD system is a very important technology in designing the products which we are using today. This CAD technology has been enlarging its area into 3D CAD systems with the development of computer graphics technologies. In particular, such advances have been realized in special area such as the CAD system for designing shoes. However, because it is difficult to design a 3D CAD system, most CAD developments except for major CAD software companies usually have employed the AutoCAD which realizes 3D concepts. Also, many shoes' designers have been skilled with 2D shoe CAD systems and then they can make high achievements. Therefore, we design a new shoe CAD system with advantages of 2D CAD system and 3D CAD system. We also implement the scheme to transfer the data between 2D CAD system and 3D CAD system and also grading technologies to get patterns of various shoes size from a basic shoe's design.

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The Design of Scene Modeler Component for 3D GIS Software (3차원 GIS 소프트웨어를 위한 장면 모델러 컴포넌트 설계)

  • Kim, Sung-Soo;Choe, Seung-Keol;Lee, Jong-Hun;Yang, Young-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.81-84
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    • 2001
  • 3 차원 GIS 소프트웨어를 개발하기 위한 기술로는 공간데이터처리 및 공간분석기술, 컴퓨터그래픽스 및 가상현실 기술에 이르기까지 다양한 연구가 요구된다. 지리정보 가시화(Visualization)에 관한 연구는 여러 GIS 응용분야에서 주요한 부분이 된다. 현재 2 차원 기 구축된 데이터를 이용하여 3차원으로 가시화 및 분석을 수행할 수 있다는 것은 데이터와 소프트웨어 재사용 및 비용측면에서 중요한 의미를 가진다. 본 논문에서는 2차원 데이터와 최소한의 3차원 부가정보(빌딩높이, 도로폭등)를 이용하여 규칙기반 모델링(Rule-Based Modeling)을 통해 3 차원으로 모델링 해 낼 수 있는 3 차원 장면 모델러 컴포넌트 설계 방법을 제안한다. 시설물의 다양한 상세도 제어가 가능한 LOD(level-of detail) 모델러와 3 차원 장면을 효율적으로 관리하기 위한 장면 그래프(scene graph) 컴포넌트 설계 기술을 소개한다. 장면 모델러 컴포넌트 분석을 위해 처리하는 입력 데이터, 수작업 3 차원 모델링 여부, 소프트웨어 재사용성, 상호운용성, 구축 비용 등을 기준으로 분석하였다.

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Helicopter Pilot Metaphor for 3D Space Navigation and its implementation using a Joystick (3차원 공간 탐색을 위한 헬리콥터 조종사 메타포어와 그 구현)

  • Kim, Young-Kyoung;Jung, Moon-Ryul;Paik, Doowon;Kim, Dong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.57-67
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    • 1997
  • The navigation of virtual space comes down to the manipulation of the virtual camera. The movement of the virtual cameras has 6 degrees of freedom. However, input devices such as mouses and joysticks are 2D. So, the movement of the camera that corresponds to the input device is 2D movement at the given moment. Therefore, the 3D movement of the camera can be implemented by means of the combination of 2D and 1D movements of the camera. Many of the virtual space navigation browser use several navigation modes to solve this problem. But, the criteria for distinguishing different modes are not clear, somed of the manipulations in each mode are repeated in other modes, and the kinesthetic correspondence of the input devices is often confusing. Hence the user has difficulty in making correct decisions when navigating the virtual space. To solve this problem, we use a single navigation metaphore in which different modes are organically integrated. In this paper we propose a helicopter pilot metaphor. Using the helicopter pilot metaphore means that the user navigates the virtual space like a pilot of a helicopter flying in space. In this paper, we distinguished six 2D movement spaces of the helicopter: (1) the movement on the horizontal plane, (2) the movement on the vertical plane,k (3) the pitch and yaw rotations about the current position, (4) the roll and pitch rotations about the current position, (5) the horizontal and vertical turning, and (6) the rotation about the target object. The six 3D movement spaces are visualized and displayed as a sequence of auxiliary windows. The user can select the desired movement space simply by jumping from one window to another. The user can select the desired movement by looking at the displaced 2D movement spaces. The movement of the camera in each movement space is controlled by the usual movements of the joystick.

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Research on 3D software characteristics suitable for university (대학 3D애니메이션 교육에 적합한 소프트웨어 특성 연구:Autodesk사의 Maya와 3ds Max를 중심으로)

  • Kwon, Dong-Hyun
    • Cartoon and Animation Studies
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    • s.16
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    • pp.223-243
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    • 2009
  • Computer graphic where the most useful and effective production methods are used for animation or films has expanded into actors' performance beyond object expression, background expression and special effect. Unlike 2D drawing software focusing on user's sense, 3D mainly depends on hardware performance and software functions. Therefore, for 3D users, learning 3D functions is directly related to new expression, and quick learning and effective representation are keys to productivity growth in animation industry. In line with industrial needs, basic 3D animation software training is provided in school. Unfortunately, however, many problems such as lack of professional instructors, time allocation and education environment prevent various 3D animation software from being taught. Moreover, functional use does not live up to industrial rapid trends. In order to improve effects of software functional education in restricted education fields, this research aims to find out what functions of 3D animation software are used in industries, what are those function used for, and how schools provide 3D animation software training.

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