• Title/Summary/Keyword: 3D 객체 단순화

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3D Object Simplification for Google Earth Uploading of the Cultural Resources and Tourist Attractions (문화.관광 자원의 구글어스 Uploading을 위한 3D 객체 단순화)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.4
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    • pp.45-51
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    • 2009
  • Different countries around the world, using their traditional culture as a background, are promoting new changes and reformation in development and publicity method of cultural contents to promote national interests and to increase their competitiveness. Also, as the citizen's standard of living and quality of living goes up, various demands for the enjoyment of traditional culture goes up accordingly as well. As the cultural assets environment become more complicated and diverse, there is a need for systematic management and preservation plan. Keeping these viewpoints in mind, the geo-spatial information provision service using the web provides various forms of services such as satellite imagery, terrain, and 3D viewing, enabling the user to gain concrete spatial information on specific areas. The geo-spatial information using 3D modeling is done only in limited spaces because of construction expenses or difficulties in management and maintenance. In this thesis, I would like to propose Effective method for the GoogleEarth Uploading through simplification of 3D object for the publicity of traditional buildings and Cultural Resources and Tourist Attractions.

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Design and Implementation of a 3D Spatial Operation Processor for GIS (GIS를 위한 3차원 공간 연산 처리기 설계 및 구현)

  • 이진열;김대중;지정희;류근호;이성호
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.247-249
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    • 2002
  • 최근 3D 공간 객체의 효율적인 표현을 위해, 3D 연산 및 다차원 인덱싱 기법에 관한 연구가 활발히 진행되고 있다. 또한 이러한 인덱스나 연산을 기반으로 많은 응용프로그램들이 개발되고 있다. 그러나, 대부분의 응용프로그램들은 단순히 비공간 속성에 대한 질의를 기반으로 한 3D 객체의 시각화에만 치중하고 있기 때문에, 3D 공간 객체에 관한 분석 기능을 제대로 지원하지 못하고 있다. 따라서, 이 논문에서는 3D 공간 객체에 관한 효율적 분석 기능을 제공할 수 있는 3D 공간 연산 처리기를 설계 및 구현하였다. 기존 시스템과의 상호운용을 위해서, 제안한 연산 처리기는 OpenGIS의 2차원 기하 객체 모텔을 3차원으로 확장한 3D 기하 객체 모델을 기반으로 하였다. 또한 빠른 공간 연산을 수행하기 위해 인덱스와 연동하여 구현하였다. 이 연산 처리기는 3D GIS에 적용될 경우, 효율적인 공간 분석 기능을 제공할 수 있다.

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A Study on the VRML Visualization for Volume Data Optimization (VRML 가시화를 위한 볼륨 데이터 최적화)

  • 송선희;김문환;지창용;배철수;나상동
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.10a
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    • pp.619-622
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    • 2003
  • 3차원 모델링 데이터를 VRML로 가시화하기 위해서는 용량 최적화와 실시간 렌더링이 중요하다. 실시간 렌더링은 객체에 따른 폴리건 수에 영향을 받게 되는데, 폴리건 수가 작으면 렌더링의 질이 저하되고 폴리건 수가 많아 데이터 용량이 크면 오브젝트 표현력은 좋으나 높은 대역폭을 필요로 하여, 디더링 철상이 발생과 실시간 렌더링이 어렵게 된다. 그러므로 네트워크 가상공간 내의 오브젝트는 최소의 폴리건을 사용해 메쉬를 단순화 시켜주는 방법으로 데이터 용량을 줄여주는데, 용량은 저하되지만 블록화 현상이 발생하여 저급한 렌더링이 된다. 본 논문에서는 모델링 데이터의 폴리건 수를 줄여 데이터 용량을 최적화 하고, 폴리건의 단순화에서 생기는 블록화 현상을 제거할 수 있는 방법으로 B-스플라인 곡선과 명암처리 기법인 고라우드 명암법을 이용하여 경계면을 부드럽게 처리할 수 있는 기법을 제시한다.

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Simplified Methodology to Generate 2D/3D Object in 4D system for Civil Engineering Projects (토목시설물 4D구현을 위한 2D/3D 객체 생성 간편화 기법)

  • Lee Syeung-Youl;Lee Yong-Soo;Kim Chang-Hak;Kang Leen-Seok
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.585-588
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    • 2003
  • This study attempts to develop a skeleton model to link construction schedule and 3D object for drawings in 4D system. Generally, the construction schedule and 3D object can be linked in 4D system by imported files which are made in specific S/Ws such as CAD S/W and scheduling S/W. Those methods have a difficulties for operating 4D data because extra work needs to link 4D data for each activity. This study develops a 4D model which the 4D data can be self-generated within the system. The suggested model can reduce the initial input data for new project by integrating schedule and 3D object in 4D system.

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Recording and Replay Interface to manipulate 3D Structured Objects (3D 객체의 구조에 기반을 둔 기록 및 재생 인터페이스)

  • Koo, In-Young;Sin, Eun-Joo;Choy, Yoon-Chul;Lim, Soon-Bum
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.737-740
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    • 2009
  • 3D VR modeling data can be used for powerful expression in construction, because it gives help to navigate a construction in 3D space easily. But the current status of VR technique visualizes only an external shape of a construction. A construction has not only its external shape data but also its constructive information. The constructive information is very important and can be expressed as the process of construction and deconstruction. Thus we research on recording and replay interface to manipulate 3D structured objects for the process of construction and deconstruction.

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Simplification Method for Lightweighting of Underground Geospatial Objects in a Mobile Environment (모바일 환경에서 지하공간객체의 경량화를 위한 단순화 방법)

  • Jong-Hoon Kim;Yong-Tae Kim;Hoon-Joon Kouh
    • Journal of Industrial Convergence
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    • v.20 no.12
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    • pp.195-202
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    • 2022
  • Underground Geospatial Information Map Management System(UGIMMS) integrates various underground facilities in the underground space into 3D mesh data, and supports to check the 3D image and location of the underground facilities in the mobile app. However, there is a problem that it takes a long time to run in the app because various underground facilities can exist in some areas executed by the app and can be seen layer by layer. In this paper, we propose a deep learning-based K-means vertex clustering algorithm as a method to reduce the execution time in the app by reducing the size of the data by reducing the number of vertices in the 3D mesh data within the range that does not cause a problem in visibility. First, our proposed method obtains refined vertex feature information through a deep learning encoder-decoder based model. And second, the method was simplified by grouping similar vertices through K-means vertex clustering using feature information. As a result of the experiment, when the vertices of various underground facilities were reduced by 30% with the proposed method, the 3D image model was slightly deformed, but there was no missing part, so there was no problem in checking it in the app.

Non-Photorealistic Rendering Using CUDA-Based Image Segmentation (CUDA 기반 영상 분할을 사용한 비사실적 렌더링)

  • Yoon, Hyun-Cheol;Park, Jong-Seung
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.11
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    • pp.529-536
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    • 2015
  • When rendering both three-dimensional objects and photo images together, the non-photorealistic rendering results are in visual discord since the two contents have their own independent color distributions. This paper proposes a non-photorealistic rendering technique which renders both three-dimensional objects and photo images such as cartoons and sketches. The proposed technique computes the color distribution property of the photo images and reduces the number of colors of both photo images and 3D objects. NPR is performed based on the reduced colormaps and edge features. To enhance the natural scene presentation, the image region segmentation process is preferred when extracting and applying colormaps. However, the image segmentation technique needs a lot of computational operations. It takes a long time for non-photorealistic rendering for large size frames. To speed up the time-consuming segmentation procedure, we use GPGPU for the parallel computing using the GPU. As a result, we significantly improve the execution speed of the algorithm.

Construction and Application of 3D Cadastral Information based on Individual Right Objects (개별 권리객체 기반의 3차원 지적정보 구축 및 활용방안)

  • Bae, Sang-Keun;Lee, Seong-Gyu;Shin, Yun-Ho;Kim, Jae-Bok;Choi, Hyung-Hwan
    • Journal of Cadastre & Land InformatiX
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    • v.46 no.1
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    • pp.101-115
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    • 2016
  • The uses of land were relatively simple in the old days, but they are being expanded rapidly to the aboveground and underground due to the urban concentration, the large-scale urban development and so on in these days. Accordingly, the concept of the rights to lands grows from 2D to 3D, and many studies about the 3D cadastral information have been performed in recent years. Several studies were performed about the construction and the visualization of the 3D cadastral information, but most of them focused on the 3D visualization of the buildings and facilities. However, it is more desirable to visualize the individual objects of the rights to lands while considering 'the information on the rights' as well as the 'physical information'. Therefore it is supposed to construct and use the 3D cadastral information based on the individual objects of the rights in this paper. The level of the cadastral information will be upgraded by making and describing more detailed 3D cadastral information through this paper. And also the applicability of the 3D cadastral information will be improved when it is used with the real estate information, the demographic information and many others.

A Development of GVP for Hierarchical POI Information Visualization based on GML (GML 기반 계층적 POI 정보 가시화를 위한 GVP 개발)

  • Song, Eun-Ha;Park, Yong-Jin;Jeong, Young-Sik
    • The KIPS Transactions:PartD
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    • v.15D no.4
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    • pp.541-548
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    • 2008
  • Today, GIS service requires not only a simple map visualization but also geographical information of each object. However, POI service provides simply geographical naming service only because of lacking in geographical information of objects. In addition, geographical space data representation functioning that is the basis for most GIS has not been standardized yet. In this paper, it is designed that POI DB that is hierarchical and user-oriented and it is constructed that GVP(GML Viewer POI) that is the basis of GML specification to overcome difference and incompatibility of map visualization. GVP adds POI DB in a 3-Layer structure to dBase file managing the information of SHP file attributes. Therefore, POI visualization enables hierarchical search, by providing POI information in directory-type grouping. Consisting of map visualization and POI visualization, GVP regenerates attributes in the form of individual objects and responds to user events immediately.

Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.203-211
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    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

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