• Title/Summary/Keyword: 3D 맵

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A Terrain Generator for 3D On-line Games (3D 온라인 게임을 위한 지형생성기)

  • 성명건;이석희;황성진;박경환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.520-525
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    • 2002
  • 3D 게임 엔진 중 그래픽 엔진이 차지하는 중요도는 다른 엔진들보다 월등히 높다. 그래픽 엔진에는 여러 가지 필요한 요소들이 들어가는데, 지형을 만들어내는 것 역시 캐릭터를 제작하는 것만큼이나 중요한 역할을 한다. 3D 지형이 좀더 현실과 흡사하기 위해서는 실세계와 유사한 가상의 세계를 만들어야 한다. 3D 지형을 만드는 방법은 여러 가지가 있으나 자신이 원하는 지형을 직접 만들어서 이를 3차원으로 바꿔서 게임 엔진에서 사용할 수 있고, 또한 게임 엔진 내부에서의 최적화를 위해서는 가장 기본적으로 쓰이는 그레이 스케일 이미지를 사용한 높이 맵으로 지형을 생성하는 게 유리하기 때문에 본 논문에서는 그레이 스케일 이미지를 이용한 지형생성기를 개발한다.

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Probabilistic Map Representation Using Multi-Kinect System (복수의 RGB-D 센서를 사용한 확률기반 3차원 지도작성)

  • Li, Nan Zhe;Hong, Sung Hoon;Lee, Jin Han;Suh, Il Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.262-263
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    • 2015
  • 본 논문에서는 마이크로소프트 키넥트 센서를 이용한 실시간 성능의 3차원 환경 복원 알고리즘을 소개한다. 기존의 멀티키넥트 시스템을 확장하여 총 열두대의 키넥트를 사용하는데, 키넥트의 높은 대역폭 문제를 해결하기 위하여 키넥트가 여섯 대씩 연결된 두 대의 데스크탑을 UDP 통신으로 연결하였고, 각 키넥트로부터 들어오는 3차원 포인트클라우드로부터 확률적인 3차원 환경복원을 하기 위하여 옥토맵 알고리즘을 차용하였다. 또한, GPU를 연산에 활용함으로써 실시간 성능을 확보하였다.

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A R&D strategies for development using structured association map (구조화된 연관맵을 이용한 연구개발 전략 수립)

  • Song, Wonho;Lee, Junseok;Park, Sangsung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.3
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    • pp.190-195
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    • 2016
  • A technology is continuously developed in a rapidly changing global market. A company requires an appropriate R&D strategy for adapting to this environment. That is, the technologies owned by the company needs to be thoroughly analyzed to improve its competitiveness. Alternatively, technology classification using IPC codes is carried out recently in an objective and quantitative way. International Patent Classification, IPC is an internationally specified classification system, so it is helpful to conduct an objective and quantitative patent analysis of technology. In this study, all of the patents owned by company C are investigated and a matrix representing IPC codes of each patent is created. Then, a structured association map of the patents is made through association rules mining based on Confidence. The association map can be used to inspect the current situation of a company about patents. It also allows highly associated technologies to be clustered. Using the association map, this study analyzes the technologies of company C and how it changes with time. The strategy for future technologies is established based on the result.

A Study on the Utilization of the Technology Tree as a Strategic Technology Information Repository - Focused on the Tech-Tree and TRM Integration - (전략기술정보 '레포지터리'로서 기술트리(Tech. Tree)의 활용방안에 관한 연구 - 기술로드맵(TRM)과의 전략적 통합방안을 중심으로 -)

  • Lee, Won-Il
    • Journal of Information Management
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    • v.39 no.3
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    • pp.205-220
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    • 2008
  • This research focused on the major determinants for the strategic utilization of technology tree as a strategic technology information repository after the adoption of the technology tree in the R&D intensive organization. The study was performed based on both theoretical study and qualitative case study approaches. The result is as follows; for the strategic utilization of the technology tree for the information repository, it should be the market base and be closely related with the technology roadmap. In terms of the needs of times, this study regarding the strategic utilization of technology tree as a strategic technology information repository and as a s strategic supplement for technology roadmap is anticipated to be a good reference for the R&D-oriented organizations and technology-related studies in coming years.

Analysis of Abnormal Path Loss in Jeju Coastal Area Using Duct Map (덕트맵을 이용한 제주해안지역 이상 전파특성 분석)

  • Wang, Sungsik;Lim, Tae-Heung;Chong, Young Jun;Go, Minho;Park, Yong Bae;Choo, Hosung
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.30 no.3
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    • pp.223-228
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    • 2019
  • This study analyzes the propagation of the path losses between Jeju-do and Jin-do transceivers located in the coastal areas of Korea using the Advanced Refractive Prediction System(AREPS) simulation software based on the actual coastal weather database. The simulated data is used to construct a duct map according to the altitude and thickness of the trap. The duct map is then divided into several regions depending on the altitude parameters of Tx and Rx, which can be used to effectively estimate the abnormal wave propagation characteristics due to duct occurrence in the Jeju-do coastal area. To validate the proposed duct map, two representative atmospheric index samples of the weather database in May 2018 are selected, and the simulated path losses using these atmospheric indices are compared with the measured data. The simulated path losses for abnormal conditions at the Rx point at Jeju-do are 167.7 dB and 192.3 dB, respectively, which are in good agreement with the measured data of 164.4 dB and 194.9 dB, respectively.

Implementation of 3D Height Map Tool for SnowBoard Game (스노우보드 게임을 위한 3D Height Map Tool 구현)

  • Kim Eun-Ju
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.177-180
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    • 2006
  • 체감형 게임을 하기 위한 지형 인터페이스 모델로써 스노우보드 게임에서 사용되는 지형 Map Tool을 구현한다. 게임에 쓰이게 될 3D 지형을 하이트 2D 맵 편직기만을 이용해서 만들기는 힘들며 이러한 방법은 지형의 세밀함이 떨어지고 게임상에서 계속 불러들여 확인하는 것은 비효율적이다. 하이트맵을 3D 상에서 직접 불러와 편집을 하고 저장할 수 있게 된다면 훨씬 효율적이며 퀄리티를 높일 수 있을 것이다.

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Method for Applying Wavefront Parallel Processing on Cubemap Video (큐브맵 영상에 Wavefront 병렬 처리를 적용하는 방법)

  • Hong, Seok Jong;Park, Gwang Hoon
    • Journal of Broadcast Engineering
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    • v.22 no.3
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    • pp.401-404
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    • 2017
  • The 360 VR video has a format of a stereoscopic shape such as an isometric shape or a cubic shape or a cubic shape. Although these formats have different characteristics, they have in common that the resolution is higher than that of a normal 2D video. Therefore, it takes much longer time to perform coding/decoding on 360 VR video than 2D Video, so parallel processing techniques are essential when it comes to coding 360 VR video. HEVC, the state of art 2D video codec, uses Wavefront Parallel Processing (WPP) technology as a standard for parallelization. This technique is optimized for 2D videos and does not show optimal performance when used in 3D videos. Therefore, a suitable method for WPP is required for 3D video. In this paper, we propose WPP coding/decoding method which improves WPP performance on cube map format 3D video. The experiment was applied to the HEVC reference software HM 12.0. The experimental results show that there is no significant loss of PSNR compared with the existing WPP, and the coding complexity of 15% to 20% is further reduced. The proposed method is expected to be included in the future 3D VR video codecs.

Iterative Matching Cost Update based Multi-view Stereo Matching Algorithm for 3D Reconstruction and View Synthesis (3차원 복원 및 시점 합성을 위한 반복적인 매칭 비용 업데이트 기반의 다시점 스테레오 매칭 알고리즘)

  • Lee, Min-Jae;Park, Soon-Yong;Um, Gi-Mun;Cheong, Won-Sik;Yun, Joungil;Lee, Jinhwan
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.144-145
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    • 2020
  • 본 논문에서는 정밀한 3차원 복원 및 시점 합성을 위해 매칭 비용을 반복적으로 업데이트하는 Generalized Soft 3D Reconstruction (GenSoft3D) 알고리즘을 제안한다. 먼저 다시점 영상들과 카메라 자세정보가 주어지면 GenSoft3D는 볼륨 기반의 다시점 스테레오 매칭 알고리즘으로 시점별 초기 매칭 비용 볼륨 및 시차 맵을 계산한다. 그 후 정제 과정에서 각 시점은 모든 시차 맵을 이용하여 표면 확률 및 가시 확률을 계산한다. 표면 확률은 초기 매칭 비용 업데이트에 사용하며, 가시 확률은 폐색 영역의 정확한 시차를 계산하기 위해 사용된다. 해당 정제 과정을 일정 횟수 반복할 경우 시점별 고정밀의 시차 맵 획득이 가능하다. 또한 시차 맵의 정확도가 향상됨에 따라 정확한 시점 합성이 가능하다.

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Face Representation Method Using Pixel-to-Vertex Map(PVM) for 3D Model Based Face Recognition (3차원 얼굴인식을 위한 픽셀 대 정점 맵 기반 얼굴 표현방법)

  • Moon, Hyeon-Jun;Jeong, Kang-Hun;Hong, Tae-Hwa
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.1031-1032
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    • 2006
  • A 3D model based face recognition system is generally inefficient in computation time because 3D face model consists of a large number of vertices. In this paper, we propose a novel 3D face representation algorithm to reduce the number of vertices and optimize its computation time.

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Hybrid Down-Sampling Method of Depth Map Based on Moving Objects (움직임 객체 기반의 하이브리드 깊이 맵 다운샘플링 기법)

  • Kim, Tae-Woo;Kim, Jung Hun;Park, Myung Woo;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.11
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    • pp.918-926
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    • 2012
  • In 3D video transmission, a depth map being used for depth image based rendering (DIBR) is generally compressed by reducing resolution for coding efficiency. Errors in resolution reduction are recovered by an appropriate up-sampling method after decoding. However, most previous works only focus on up-sampling techniques to reduce errors. In this paper, we propose a novel down-sampling technique of depth map that applies different down-sampling rates on moving objects and background in order to enhance human perceptual quality. Experimental results demonstrate that the proposed scheme provides both higher visual quality and peak signal-to-noise ratio (PSNR). Also, our method is compatible with other up-sampling techniques.