• Title/Summary/Keyword: 3D 객체

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Design of Internet GIS Integration System using CORBA (CORBA를 이용한 인터넷 GIS 통합 시스템 설계)

  • Gang, Byeong-Geuk;Nam, Gwang-U;Kim, Sang-Ho;Lee, Seong-Ho;Ryu, Geun-Ho
    • The KIPS Transactions:PartD
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    • v.8D no.3
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    • pp.193-202
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    • 2001
  • Currently, the components of the GIS have been physically run on a stand-alone system. With rapid advances in internet technology, GIS users require that they are able to not only access they heterogeneous and remote GIS database as well as their own information, but also share them. However, these GIS have the defects that can not handle formats different from own data format. Therefore, in this paper, we propose to integrate the components of the heterogeneous and remote GIS using CORBA in order to solve these problems, which is a distributed object technology, the mediator and wrapper technology in client and server layers.

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Development of Simulator for Analyzing Intercept Performance of Surface-to-air Missile (지대공미사일 요격 성능 분석 시뮬레이터 개발)

  • Kim, Ki-Hwan;Seo, Yoon-Ho
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.63-71
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    • 2010
  • In modern war, Intercept Performance of SAM(Surface to Air Missile) is gaining importance as range and precision of Missile and Guided Weapon on information warfare have been improved. An aerial defence system using Surface-to-air Radar and Guided Missile is needed to be built for prediction and defense from threatening aerial attack. When developing SAM, M&S is used to free from a time limit and a space restriction. M&S is widely applied to education, training, and design of newest Weapon System. This study was conducted to develop simulator for evaluation of Intercept Performance of SAM. In this study, architecture of Intercept Performance of SAM analysis simulator for estimation of Intercept Performance of various SAM was suggested and developed. The developed Intercept Performance of SAM analysis simulator was developed by C++ and Direct3D, and through 3D visualization using the Direct3D, it shows procedures of the simulation on a user animation window. Information about design and operation of Fighting model is entered through input window of the simulator, and simulation engine consisted of Object Manager, Operation Manager, and Integrated Manager conducts modeling and simulation automatically using the information, so the simulator gives user feedback in a short time.

Reconstruction System of Road Environment using Image-based Modeling (이미지 기반 모델링을 이용한 도로환경 재구성 시스템)

  • Lee, Kye-Young;Lee, Yong-Jae;Shin, Yeong Gil
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.17-22
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    • 1997
  • This paper presents a new modeling technique to reconstruct road environments. The reconstruction algorithm for road environments consists of three parts - reconstructing 3D models of architectures in road environments, editing and creating road models, and modeling auxiliary objects. Different modeling technique is applied to each of these three parts according to properties objects to be modeled contain. In this reconstruction system, modified Photogrammetric Modeling techique is used, of which the user interface is more convenient, and in which constraints of road environments are considered. These improvements make this road environment reconstruction system much simpler and easier to use compared with Photogrammetric Modeling technique[1, 2].

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A Relative Study of 3D Digital Record Results on Buried Cultural Properties (매장문화재 자료에 대한 3D 디지털 기록 결과 비교연구)

  • KIM, Soohyun;LEE, Seungyeon;LEE, Jeongwon;AHN, Hyoungki
    • Korean Journal of Heritage: History & Science
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    • v.55 no.1
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    • pp.175-198
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    • 2022
  • With the development of technology, the methods of digitally converting various forms of analog information have become common. As a result, the concept of recording, building, and reproducing data in a virtual space, such as digital heritage and digital reconstruction, has been actively used in the preservation and research of various cultural heritages. However, there are few existing research results that suggest optimal scanners for small and medium-sized relics. In addition, scanner prices are not cheap for researchers to use, so there are not many related studies. The 3D scanner specifications have a great influence on the quality of the 3D model. In particular, since the state of light reflected on the surface of the object varies depending on the type of light source used in the scanner, using a scanner suitable for the characteristics of the object is the way to increase the efficiency of the work. Therefore, this paper conducted a study on nine small and medium-sized buried cultural properties of various materials, including earthenware and porcelain, by period, to examine the differences in quality of the four types of 3D scanners. As a result of the study, optical scanners and small and medium-sized object scanners were the most suitable digital records of the small and medium-sized relics. Optical scanners are excellent in both mesh and texture but have the disadvantage of being very expensive and not portable. The handheld method had the advantage of excellent portability and speed. When considering the results compared to the price, the small and medium-sized object scanner was the best. It was the photo room measurement that was able to obtain the 3D model at the lowest cost. 3D scanning technology can be largely used to produce digital drawings of relics, restore and duplicate cultural properties, and build databases. This study is meaningful in that it contributed to the use of scanners most suitable for buried cultural properties by material and period for the active use of 3D scanning technology in cultural heritage.

Development of Building 3D Spatial Information Extracting System using HSI Color Model (HSI 컬러모델을 활용한 건물의 3차원 공간정보 추출시스템 개발)

  • Choi, Yun Woong;Yook, Wan Man;Cho, Gi Sung
    • Journal of Korean Society for Geospatial Information Science
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    • v.21 no.4
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    • pp.151-159
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    • 2013
  • The building information should be up-to-date information and propagated rapidly for urban modeling, terrain analysis, life information, navigational system, and location-based services(LBS), hence the most recent and updated data of the building information have been required of researchers. This paper presents the developed system to extract the 3-dimension spatial information from aerial orthoimage and LiDAR data of HSI color model. In particular, this paper presents the image processing algorithm to extract the outline of specific buildings and generate the building polygon from the image using HIS color model, recursive backtracking algorithm and the search maze algorithm. Also, this paper shows the effectivity of the HIS color model in the image segmentation.

Structure Assembling Method for 3D Puzzle System (3차원 퍼즐 시스템을 위한 구조물 조립 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.58-68
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    • 2009
  • With the rapid development of computer hardware and invention of various game-related technologies, the quality of games has been greatly improved and the genres of games have been diversified. Yet, in comparison, puzzle games have held to the past simple way of games, which has only led to a depression of the puzzle game market. This paper is the first attempt to overcome limits of the current puzzle games, by finding a breakthrough in three-dimensional puzzle games. In order to describe a realistic puzzle assembly in a three-dimensional puzzle game, this paper aimed to design a structure assembly technique made up of three steps that used a proper process to handle structure suitable to assembly, an elaborate way of collisions between individual objects and a physical structure. Through this technique, we intend to show in a simple experiment that it is possible to minimize the calculation cost in the assembly process and at the same time to achieve an elaborate puzzle assembly between structures.

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Shape Recognition of 3-D Protein Molecules Using Feature and Pocket Points (포켓과 특징 점을 이용한 3차원 단백질 분자 형상인식)

  • Lee, Hang-Chan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.75-81
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    • 2011
  • Protein molecules are combined with another ones which have similar shapes at pocket positions. The pocket positions can be good references to describe the shapes of protein molecules. Harris corner detector is commonly used to detect feature points of 2 or 3D objects. Feature points can be found on the pocket areas and the points which have high derivatives. Generally speaking, the densities of feature points are relatively high at pocket areas because the shapes of pockets are concave. The pocket areas can be decided by the subdivision of voxel cubes which include feature points. The Euclidean distances between feature points and the central coordinate of the decided pocket area are calculated and sorted. The graph of sorted distances describes the shape of a protein molecule and the distribution of feature points. Therefore, it can be used to classify protein molecules by their shapes. Even though the shapes of protein molecules have been distorted with noises, they can be recognized with the accuracy more than 95 %. The accurate shape recognition provides the information to predict the binding properties of protein molecules.

A Study on 3D Visualization for Color Analysis of Multimedia Data (멀티미디어 데이터의 색상분포 분석을 통한 3차원 시각화 연구)

  • Seo, Sanghyun
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1463-1469
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    • 2018
  • The development of multimedia devices with built-in cameras such as smart devices and various studies using video-related multimedia data such as images and video obtained from the devices have been actively conducted. These studies deal with image data. An image can be defined as a set of color information obtained from a digital sensor called a pixel. Images contain various cognitive information such as color, lighting, objects and so on. In order to extract or process such information, it is necessary to clearly understand the composition of colors. In this paper, we introduce 3-dimensional information visualization method which can effectively express the results of image processing together with color distribution. This study visualizes the characteristics of image related multimedia data as well as the characteristics of various analytical data derived from it, so that researchers can transmit the image information more clearly and effectively.

Face Relighting Based on Virtual Irradiance Sphere and Reflection Coefficients (가상 복사조도 반구와 반사계수에 근거한 얼굴 재조명)

  • Han, Hee-Chul;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.13 no.3
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    • pp.339-349
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    • 2008
  • We present a novel method to estimate the light source direction and relight a face texture image of a single 3D model under arbitrary unknown illumination conditions. We create a virtual irradiance sphere to detect the light source direction from a given illuminated texture image using both normal vector mapping and weighted bilinear interpolation. We then induce a relighting equation with estimated ambient and diffuse coefficients. We provide the result of a series of experiments on light source estimation, relighting and face recognition to show the efficiency and accuracy of the proposed method in restoring the shading and shadows areas of a face texture image. Our approach for face relighting can be used for not only illuminant invariant face recognition applications but also reducing visual load and Improving visual performance in tasks using 3D displays.

Moving Object Extraction and Relative Depth Estimation of Backgrould regions in Video Sequences (동영상에서 물체의 추출과 배경영역의 상대적인 깊이 추정)

  • Park Young-Min;Chang Chu-Seok
    • The KIPS Transactions:PartB
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    • v.12B no.3 s.99
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    • pp.247-256
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    • 2005
  • One of the classic research problems in computer vision is that of stereo, i.e., the reconstruction of three dimensional shape from two or more images. This paper deals with the problem of extracting depth information of non-rigid dynamic 3D scenes from general 2D video sequences taken by monocular camera, such as movies, documentaries, and dramas. Depth of the blocks are extracted from the resultant block motions throughout following two steps: (i) calculation of global parameters concerned with camera translations and focal length using the locations of blocks and their motions, (ii) calculation of each block depth relative to average image depth using the global parameters and the location of the block and its motion, Both singular and non-singular cases are experimented with various video sequences. The resultant relative depths and ego-motion object shapes are virtually identical to human vision.