• Title/Summary/Keyword: 3D Computer Graphics

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A Computer Graphics Program for 2-Dimensional Strut-tie Model Design of Concrete Members (콘크리트 구조부재의 2차원 스트럿-타이 모델 설계를 위한 컴퓨터 그래픽 프로그램)

  • Yun, Young Mook
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.37 no.3
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    • pp.531-539
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    • 2017
  • The strut-tie model approach has been recognized as an efficient methodology for the design of all types of concrete members with D-regions, and the approach has been accepted in design codes globally. However, the design of concrete members with the approach requires many iterative numerical structural analyses, numerous graphical calculations, enormous times and efforts, and designer's subjective decisions in terms of the development of appropriate strut-tie model, determination of required areas of struts and ties, and verification of strength conditions of struts and nodal zones. In this study, a computer graphics program, that enables the design of concrete members efficiently and professionally by overcoming the forementioned limitations of the strut-tie model approach, is developed. In the computer graphics program, the numerical programs that are essential in the strut-tie model analysis and design of concrete members including finite element analysis programs for the plane truss and solid problems with all kinds of boundary conditions, a program for automatic determination of effective strengths of struts and nodal zones, and a program for graphical verification of developed strut-tie model's appropriateness by displaying various geometrical shapes of struts and nodal zones, are loaded. Great efficiency and convenience during the application of the strut-tie model approach may be provided by the various graphics environment-based functions of the proposed program.

The Design of VGE(Vector Geometry Engine) for 3D Graphics Geometry Processing (3차원 그래픽 지오메트리 연산을 위한 벡터 지오메트리 엔진의 설계.)

  • 김원석;정철호;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.1_2
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    • pp.135-143
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    • 2004
  • 3D Graphics accelerator is usually composed of two parts, geometry engine and rasterizer. In this paper, VGE(Vector Geometry Engine) which exploits vertex-level parallelism is proposed. In VGE, Common Floating-Point Unit by adding four-FADD, four-FMUL unit and 128-vector register accelerates geometry calculation. In comparison with SH4, Performance result show that the VGE can achieve performance gain over 4.7 times. To evaluate VGE performance, we make simulator to rebuild Simple-Scalar, general purpose processor simulator. In simulator model, we use Viewperf-benchmark.

A Study on Very High-rise Steel Artificial Reefs Based on Computer Graphics - part I (Design Aided Program Development) (컴퓨터 그래픽스 기법을 이용한 초고층 강제어초에 관한 연구(I) - 설계지원 프로그램 개발)

  • Hyun-Kyoung Shin;Ho-Gyun Park
    • Journal of the Society of Naval Architects of Korea
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    • v.36 no.1
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    • pp.99-108
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    • 1999
  • The solid modelling program was developed for the 3-D representation and analysis of VEry High-rise Steel Artificial Reefs(VEHSAR) using Visual C++ on the Microsoft's Windows 95(or Windows NT) based on MFC(Microsoft Foundation Class). Importing oriented-object program and CAD/CAM technique, this integrated design system which aims at low cost and high efficiency makes it possible to predict problems and to establish counterplans through visualizing the construction of Very High-rise Steel Artificial Reefs in advance. Also it is useful in enhancing productivity. Introduction of OpenGL makes it display high quality 3D graphics more faster.

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Emotion-based Real-time Facial Expression Matching Dialogue System for Virtual Human (감정에 기반한 가상인간의 대화 및 표정 실시간 생성 시스템 구현)

  • Kim, Kirak;Yeon, Heeyeon;Eun, Taeyoung;Jung, Moonryul
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.23-29
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    • 2022
  • Virtual humans are implemented with dedicated modeling tools like Unity 3D Engine in virtual space (virtual reality, mixed reality, metaverse, etc.). Various human modeling tools have been introduced to implement virtual human-like appearance, voice, expression, and behavior similar to real people, and virtual humans implemented via these tools can communicate with users to some extent. However, most of the virtual humans so far have stayed unimodal using only text or speech. As AI technologies advance, the outdated machine-centered dialogue system is now changing to a human-centered, natural multi-modal system. By using several pre-trained networks, we implemented an emotion-based multi-modal dialogue system, which generates human-like utterances and displays appropriate facial expressions in real-time.

Effect of Fabric Properties used for the Loop Type Decorative Elements on the 3-dimensional Shape

  • Ko, Youngmin;Kim, Jongjun
    • Journal of Fashion Business
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    • v.17 no.3
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    • pp.30-47
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    • 2013
  • In the modern fashion industry, efficiency has been increasing thanks to development of computer graphics, IT technology, and digitalization. Unlike the past when fashion design heavily depended on handwork, digitalization of fashion industry makes fabrication time shorter and enables designers to adopt comprehensive expression, generating high value-added product. The Apparel CAD, an example of the digitalized fashion industry, has been developed from 2D system into a system providing 3D simulation. Digital clothing can be determined as an activity of designers using the tool in order to fabricate pattern and simulate its designed clothes in the virtual space of computer. In this study, physical properties of eight materials, which can be utilized on a par with current fashion trend, have been specified. For more sophisticated investigation, external appearance of the material was investigated by 3D scanning. In order to examine the physical properties of fabric specimens, KES(Kawabata Evaluation System) measurements and other physical property measurements were made. With the results, virtual material and clothes were simulated via CLO 3D, one of 3D apparel CAD systems. Then, virtual fabrics and clothes of similar types were generated and analyzed.

Mega Irises: Per-Pixel Projection Illumination Compensation for the moving participant in projector-based visual system (Mega Irises: 프로젝터 기반의 영상 시스템상에서 이동하는 체험자를 위한 화소 단위의 스크린 투사 밝기 보정)

  • Jin, Jong-Wook;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.4
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    • pp.31-40
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    • 2011
  • Projector-based visual systems are widely used for VR and experience display applications. But the illumination irregularity on the screen surface due to the screen material and its light reflection properties sometimes deteriorates the user experience. This phenomenon is particularly troublesome when the participants of the head tracking VR system such as CAVE or the motion generation experience system continually move around the system. One of reason to illumination irregularity is projector-screen specular reflection component to participant's eye's position and it's analysis needs high computation complexity. Similar to calculate specular lighting term using GPU's programmable shader, Our research adjusts every pixel's brightness in runtime with given 3D screen space model to reduce illumination irregularity. For doing that, Angle-based brightness compensate function are considered for specific screen installation and modified it for GPU-friendly compute and access. Two aspects are implemented, One is function access transformation from angular form to product and the other is piecewise linear interpolate approximation.

Feature-based Topological Mesh Metamorphosis (위상 변환을 통한 특징 기반 메쉬 몰핑)

  • An, Min-Su;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.4
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    • pp.1-8
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    • 2001
  • 3D mesh metamorphosis (morphing) deals with two input polyhedral objects and generates an animation in which the source mesh gradually changes to the target through in-between meshes. The basic and common idea of previous mesh morphing techniques can be summarized as the construction and interpolation of a metamesh. However, an approach based on a metamesh has fundamental limitations of complicated in-between meshes and no topology (connectivity) changes in a metamorphosis. This paper presents a novel approach for 3D mesh morphing, which is not based on a metamesh and overcomes the limitations of previous work. The approach simultaneously interpolates the topology and geometry of input meshes. With the approach, an in-between mesh contains only the vertices from the source and target meshes. Since no additional vertices are introduced, the in-between meshes are much simpler than those generated by previous techniques.

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Correlation Analysis between Artists' Shading and CG Shading (미술가들의 음영 표현 특성과 CG 쉐이딩 알고리즘 간의 상관관계 분석)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.691-702
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    • 2011
  • Recently, several researchers have attempted to combine human visual perception and computer graphics. Cole et. al. suggest the study results in which line drawing algorithm in computer graphics characterize the properties of line drawing made by artists. The paper also evaluates CG line drawing algorithms depending on whether people recognize effectively specific 3D shape from the image made by those CG line drawing algorithms. However, human recognizes the shape of objects more effectively in image made by BRDF shading model than line drawing algorithm. It means that the shading factor is important to recognize shape with human perception. In this paper, we analyze the correlation between shading made by human artists and that made by CG shading algorithms. The study is to characterize the mathematical properties of artists' shading and CG shading. This type of analysis can guide the future development of new CG shading algorithm in computer graphics for the purpose of shape perception.

Computing Fast Secondary Skin Deformation of a 3D Character using GPU (GPU를 이용한 3차원 캐릭터의 빠른 2차 피부 변형 계산)

  • Kim, Jong-Hyuk;Choi, Jung-Ju
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.2
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    • pp.55-62
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    • 2012
  • This paper presents a new method to represent the secondary deformation effect using simple mass-spring simulation on the vertex shader of the GPU. For each skin vertex of a 3D character, a zero-length spring is connected to a virtual vertex that is to be rendered. When a skin vertex changes its position and velocity according to the character motion, the position of the corresponding virtual vertex is computed by mass-spring simulation in parallel on the GPU. The proposed method represents the secondary deformation effect very fast that shows the material property of a character skin during the animation. Applying the proposed technique dynamically can represent squash-and-stretch and follow-through effects which have been frequently shown in the traditional 2D animation, within a very small amount of additional computation. The proposed method is applicable to represent elastic skin deformation of a virtual character in an interactive animation environment such as games.

Spatial Data Structure for Efficient Representation of Very Large Sparse Volume Data for 3D Reconstruction (3차원 복원을 위한 대용량 희소 볼륨 데이터의 효율적인 저장을 위한 공간자료구조)

  • An, Jae Pung;Shin, Seungmi;Seo, Woong;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.19-29
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    • 2017
  • When a fixed-sized memory allocation method is used for sparse volume data, a considerable memory space is in general wasted, which becomes more serious for a large volume of high resolution. In this paper, in order to reduce such unnecessary memory consumption, we propose a volume representation method to store mostly voxels that represent valid information rather than all voxels in a fixed volume space. Then our method is compared with the conventional static memory allocation method, an octree-based representation, and a voxel hashing method in terms of memory usage and computation speed. In particular, we compare the proposed method and the voxel hashing method with respect to implementation of the GPU-based Marching Cubes algorithm.