• 제목/요약/키워드: 3차원 메쉬 모델

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3D Shape Analysis for the Hippocampus Using ICP Registration and Neural Networks (ICP 정합과 신경망을 이용한 해마의 3차원 형상 분석)

  • Kim, Jeong-Sik;Choi, Soo-Mi;Kim, Yong-Guk;Kim, Myoung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.4
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    • pp.27-36
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    • 2004
  • 본 논문에서는 뇌의 하부구조인 해마를 정확하게 분석하기 위한 형상 정규화 방법과 정상인과 간질 환자의 해마를 분류하기 위한 방법을 제시한다. 해마에 대한 형상 분석 과정은 크게 형상 표현을 구축하는 과정, 형상의 유사도를 측정하는 과정, 정상인 집단과 환자 집단을 분류하는 과정으로 이루어진다. 본 연구에서는 해마의 형상 표현으로 메쉬, 골격, 복셀로 이루어진 하이브리드 옥트리 자료구조를 구축하였다. 또한 Iterative Closest Point (ICP) 알고리즘을 사용하여 해마 골격을 기반으로 한 정규화를 수행하였다. 그리고 정규화된 해마 형상을 전역적, 국부적으로 분석하여 최종적으로 입력된 해마가 정상인 또는 간질 환자에 속하는지를 학습된 데이터를 이용하여 분류하였다. 본 논문에서 제시한 ICP 기반의 정규화 방법은 3차원 해마 형상을 정확하게 분석하게 해주고, 골격의 정점 수를 조절함으로써 정규화 시간을 감소시킬 수 있다. 뿐만 아니라 3차원 해마 모델의 형상을 신경망을 통하여 학습시킴으로써 해마의 형상이 변형된 환자 집단과 정상인 집단을 분류하는데 이용할 수 있다.

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Effective Silhouette Edge Rendering using Parameterized Brush Functions (파라미터화된 브러쉬 함수를 이용한 효과적인 실루엣 에지 렌더링)

  • 조진화;김성수;양태천
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.487-489
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    • 2000
  • 3차원 모델을 바탕으로 실루엣 에지를 찾아 디스플레이 해주는 대부분의 시스템들은 삼각 메쉬를 기반으로 한 모델 표현법을 사용하고 있다. NPR(nonphotorealistic rendering)에서 가장 초점을 두는 것은 컴퓨터로 렌더링된 결과가 사람이 그린듯한 효과를 줄 수 있느냐에 있다. 기존에 연구된 대부분의 시스템들은 사람이 그린듯한 효과를 주기 위해 물체의 표면에 대한 텍스츄어(Texture)와 어두운 정도, 그리고 스트록(Stroke)을 표면의 윤곽에 맞도록 그리는 많은 기법들을 소개해 왔다. 본 논문에서는 NPR 표현의 가장 기본이 되는 실루엣 에지 추출에 초점을 두고 추출한 실루엣 에지에 대해 파라미터화된 브러쉬 함수(Parameterized Brush Functions)를 적용하여 다양한 스타일로 디스플레이할 수 있는 기법을 제시한다.

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A Degenerate Triangle-Free Filter for Rendering A Skip Strip (스킵 스트립 렌더링을 위한 퇴화 삼각형 제거 필터)

  • Kim, Kyoung-Hwa;Yang, Sung-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.393-396
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    • 2003
  • 삼각형 스트립은 삼각형 메쉬에 대한 간결한 표현을 제공하는 데이터 구조이다 스킵 스트립은 실시간으로 삼각형 스트립을 이용하여 3차원 모델을 다해상도로 표현하는 효율적인 방법이다. 그렇지만 스킵 스트립은 모델이 점점 단순화될수록 삼각형 스트립의 과정에서 동일한 정점이 여러 번 축적된다. 이 정접들은 렌더렁에 불필요한 정점의 수를 증가시키는 퇴화 삼각형을 만들게 된다. 본 논문에서는 이러한 퇴화된 삼각형을 줄이기 위해서 퇴화 삼각형 제거 필터를 제안하며, 실험결과 단순 삼각형 스트립 스캐너의 방법보다 평균 22.2%의 정점 감소 효과를 얻을 수 있었다.

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Realistic 3D Scene Reconstruction from an Image Sequence (연속적인 이미지를 이용한 3차원 장면의 사실적인 복원)

  • Jun, Hee-Sung
    • The KIPS Transactions:PartB
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    • v.17B no.3
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    • pp.183-188
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    • 2010
  • A factorization-based 3D reconstruction system is realized to recover 3D scene from an image sequence. The image sequence is captured from uncalibrated perspective camera from several views. Many matched feature points over all images are obtained by feature tracking method. Then, these data are supplied to the 3D reconstruction module to obtain the projective reconstruction. Projective reconstruction is converted to Euclidean reconstruction by enforcing several metric constraints. After many triangular meshes are obtained, realistic reconstruction of 3D models are finished by texture mapping. The developed system is implemented in C++, and Qt library is used to implement the system user interface. OpenGL graphics library is used to realize the texture mapping routine and the model visualization program. Experimental results using synthetic and real image data are included to demonstrate the effectiveness of the developed system.

Simplification of 3D Polygonal Mesh Using Non-Uniform Subdivision Vertex Clustering (비균일 분할 정점 군집화를 이용한 3차원 다각형 메쉬의 단순화)

  • 김형석;박진우;김희수;한규필;하영호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.10B
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    • pp.1937-1945
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    • 1999
  • In paper, we propose a 3D polygonal mesh simplification technique based on vertex clustering. The proposed method differentiates the size of each cluster according to the local property of a 3D object. We determine the size of clusters by considering the normal vector of triangles and the vertex distribution. The subdivisions of cluster are represented by octree. In this paper, we use the Harsdorff distance between the original mesh and the simplified one as a meaningful error value. Because proposed method adaptively determine the size of cluster according to the local property of the mesh, it has smaller error as compared with the previous methods and represent the small regions on detail. Also it can generate a multiresolution model and selectively refine the local regions.

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Automatic Local Update of Triangular Mesh Models Based on Measurement Point Clouds (측정된 점데이터 기반 삼각형망 곡면 메쉬 모델의 국부적 자동 수정)

  • Woo, Hyuck-Je;Lee, Jong-Dae;Lee, Kwan-H.
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.5
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    • pp.335-343
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    • 2006
  • Design changes for an original surface model are frequently required in a manufacturing area: for example, when the physical parts are modified or when the parts are partially manufactured from analogous shapes. In this case, an efficient 3D model updating method by locally adding scan data for the modified area is highly desirable. For this purpose, this paper presents a new procedure to update an initial model that is composed of combinatorial triangular facets based on a set of locally added point data. The initial surface model is first created from the initial point set by Tight Cocone, which is a water-tight surface reconstructor; and then the point cloud data for the updates is locally added onto the initial model maintaining the same coordinate system. In order to update the initial model, the special region on the initial surface that needs to be updated is recognized through the detection of the overlapping area between the initial model and the boundary of the newly added point cloud. After that, the initial surface model is eventually updated to the final output by replacing the recognized region with the newly added point cloud. The proposed method has been implemented and tested with several examples. This algorithm will be practically useful to modify the surface model with physical part changes and free-form surface design.

Efficient Geometric Model Reconstruction using Contour Lines (외곽선을 이용한 효율적인 기하모델 재구성 기법)

  • Jung Hoe Sang;Kwon Koo Joo;Shin Byeong-Seok
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.8
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    • pp.418-425
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    • 2005
  • 3D surface reconstruction is to make the original geometry of 3D objects from 2D geometric information. Barequet's algorithm is well known and most widely used in surface reconstruction. It tiles matched regions first, then triangulates clefts using dynamic programming. However it takes considerably long processing time while manipulating complex model. Our method tiles a simple region that does not have branches along minimally distant vertex pairs at once. When there are branches, our method divides contour lines into a simple region and clefts. We propose a fast and simple method that calculates medial axes using a minimum distance in cleft region. Experimental results show that our method can produce accurate models than the previous method within short time.

Parametric Study of Dynamic Soil-pile-structure Interaction in Dry Sand by 3D Numerical Model (3차원 수치 모델을 이용한 건조사질토 지반-말뚝-구조물 동적 상호작용의 매개변수 연구)

  • Kwon, Sun-Yong;Yoo, Min-Taek
    • Journal of the Korean Geotechnical Society
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    • v.32 no.9
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    • pp.51-62
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    • 2016
  • Parametric studies for various site conditions by using 3d numerical model were carried out in order to estimate dynamic behavior of soil-pile-structure system in dry soil deposits. Proposed model was analyzed in time domain using FLAC3D which is commercial finite difference code to properly simulate nonlinear response of soil under strong earthquake. Mohr-Coulomb criterion was adopted as soil constitutive model. Soil nonlinearity was considered by adopting the hysteretic damping model, and an interface model which can simulate separation and slip between soil and pile was adopted. Simplified continuum modeling was used as boundary condition to reduce analysis time. Also, initial shear modulus and yield depth were appropriately determined for accurate simulation of system's nonlinear behavior. Parametric study was performed by varying weight of superstructure, pile length, pile head fixity, soil relative density with proposed numerical model. From the results of parametric study, it is identified that inertial force induced by superstructure is dominant on dynamic behavior of soil-pile-structure system and effect of kinematic force induced by soil movement was relatively small. Difference in dynamic behavior according to the pile length and pile head fixity was also numerically investigated.

Morphable Model to Interpolate Difference between Number of Pixels and Number of Vertices (픽셀 수와 정점들 간의 차이를 보완하는 Morphable 모델)

  • Ko, Bang-Hyun;Moon, Hyeon-Joon;Kim, Yong-Guk;Moon, Seung-Bin;Lee, Jong-Weon
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.1-8
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    • 2007
  • The images, which were acquired from various systems such as CCTV and Robot, include many human faces. Because of a rapid increase in visual data, we cannot process these manually; rather we need to do these automatically. Furthermore, companies require automatic security systems to protect their new technology. There are various options available to us, including face recognition, iris recognition and fingerprint recognition. Face recognition is preferable since it does not require direct contact. However, the standard 2-Dimensional method is limited, so Morphable Models may be recommended as an alternative. The original morphable model, made by MPI, contains a large quantity of data such as texture and geometry data. This paper presents a Geometrix-based morphable model designed to reduce this data capacity.

An Efficient Walkthrough from Two Images using Spidery Mesh Interface and View Morphing (Spidery 매쉬 인터페이스와 뷰 모핑을 이용한 두 이미지로부터의 효율적인 3차원 애니메이션)

  • Cho, Hang-Shin;Kim, Chang-Hun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.2
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    • pp.132-140
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    • 2001
  • This paper proposes an efficient walktlu-ough animation from two images of the same scene. To make animation easily and fast, Tour Into the Picture(TIP) enables walkthrough animation from single image but lacks the reality of its foreground object when the viewpoint moves from side to side, and view morphing uses only 2D transition between two images but restricts its camera path on the line between two views. By combining advantages of these two image-based techniques, this paper suggests a new virtual navigation technique which enable natural scene transformation when the viewpoint changes in the side-to-side direction as well as in the depth direction. In our method, view morphing is employed only in foreground objects , and background scene which is perceived carelessly is mapped into cube-like 3D model as in TIP, so as to save laborious 3D reconstruction costs and improve visual realism simultaneously. To do this, we newly define a camera transformation between two images from the relationship of the spidery mesh transformation and its corresponding 3D view change. The result animation shows that our method creates a realistic 3D virtual navigation using a simple interface.

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