• Title/Summary/Keyword: 3D Computer Graphics

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Stereo vision mixed reality system using the multi-blob marker (다중 블럽 마커를 이용한 스테레오 비전 혼합현실 시스템의 구현)

  • 양기선;김한성;손광훈
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.1907-1910
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    • 2003
  • This paper describes a method of stereo image composition for mixed reality without camera calibration or complicate tracking algorithm. The proposed system tracks the panel which has blob makers, and composes virtual objects naturally using the method of texture mapping which is often used in geological computer graphics mapping when we do mapping 2D computer graphic data or man-made 2D images. The proposed algorithm makes it possible for us to compose virtual data even in the case that the panel is bent. For composing 3D object, the system uses depth information obtained from stereo image so that we do not need cumbersome procedure of camera calibration.

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An Analytical Approach to Color Composition in Ray Tracing of Volume Data

  • Jung, Moon-Ryul;Paik, Doowon;Kim, Eunghwan
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.1-6
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    • 1996
  • In ray tracing of 3D volume data, the color of each pixel in the image is typically obtained by accumulating the contributions of sample points on the ray cast from the pixel point. This accumulation is most naturally represented by integration. In most methods, however, it is done by numerical summation because analytical solution to the integration are hard to find. This paper shows that a semi-analytical solution can be obtained for a typical ray tracing of volume data. Tentative conclusions about the significance and usefulness of our approach are presented based on our experiments.

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Quadrangular Splatting based on SPH (SPH 기반의 사각 스플렛팅 가시화 기법)

  • Shin, Seung-Ho;Yoon, Jong-Chul;Lee, Jung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.27-33
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    • 2008
  • Physics-based graphic techniques are used when simulating and rendering natural phenomena such as smoke, water and flame with computational physics. We propose novel methods which render simulated particle data fast onto 3D using tetrahedron splat. We calculate the position and the normal vector of splat by SPH(smoothed particle hydrodynamics) method then we reconstruct splat into quadrangular pyramid to reduce seam. We implement this technique for SPH fluid simulation, and animate natural flow of water successfully.

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Automatic Synchronization of Separately-Captured Facial Expression and Motion Data (표정과 동작 데이터의 자동 동기화 기술)

  • Jeong, Tae-Wan;Park, Sang-II
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.23-28
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    • 2012
  • In this paper, we present a new method for automatically synchronize captured facial expression data with its corresponding motion data. In a usual optical motion capture set-up, a detailed facial expression can not be captured simultaneously in the motion capture session because its resolution requirement is higher than that of the motion capture. Therefore, those are captured in two separate sessions and need to be synchronized in the post-process to be used for generating a convincing character animation. Based on the patterns of the actor's neck movement extracted from those two data, we present a non-linear time warping method for the automatic synchronization. We justify our method with the actual examples to show the viability of the method.

Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
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    • s.10
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    • pp.121-135
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    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

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A Prototype of Three Dimensional Operations for GIS

  • Chi, Jeong-Hee;Lee, Jin-Yul;Kim, Dae-Jung;Ryu, Keun-Ho;Kim, Kyong-Ho
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.880-884
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    • 2002
  • According to the development of computer technology, especially in 3D graphics and visualization, the interest for 3D GIS has been increasing. Several commercial GIS softwares are ready to provide 3D function in their traditional 2D GIS. However, most of these systems are focused on visualization of 3D objects and supports few analysis functions. Therefore in this paper, we design not only a spatial operation processor which can support spatial analysis functions as well as 3D visualization, but also implement a prototype to operate them. In order to support interoperability between the existing models, the proposed spatial operation processor supports the 3D spatial operations based on 3D geometry object model which is designed to extend 2D geometry model of OGIS consortium, and supports index based on R$^*$-Tree. The proposed spatial operation processor can be applied in 3D GIS to support 3D analysis functions.

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A Study on Web-based Collaborative CAD System (웹 기반 협동 CAD시스템에 관한 연구)

  • 윤보열;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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    • pp.364-367
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    • 2000
  • As computer system and information/communication technology develop rapidly, nowadays CSCW(Computer Supported Collaborative Work) system appears, through which it is available to work on virtual space without any restriction of time and place. Most of Un systems depend on a special network and groupware. The systems of graphics and CAD are not so many because they are characterized by Hardware and application software. In this paper, we propose a web-based collaborative CAD system which can be jointly worked on Internet WWW being independent from any platforms. It can generate and handle objects easily using lava 3D, and it can transmit, print, and store them. The interactive work for designing objects can be also carried out through dialling with each other. This system is executed in the environment of Client/server. Clients connect to the server through lava applet on WWW. The server is implemented by lava application, and it consists of three components : connection manager which controls the contact to users, work manager which keeps viewing in concurrency and provides virtual work space sharing with others, and solid modeler which generates 3D object.

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Using Arduino and Processing Graphics performance validation (아두이노와 Processing을 사용한 그래픽 성능 검증)

  • Choi, Chul-kil;Lee, Sung-jin;Lee, Kyung-mu;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.975-977
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    • 2013
  • Arduino is for design based on open source prototyping platform, artist, designer, hobby activists, etc, i has been designed for all those who are interested in the environment construct. Arduino adventage you can easily create applications hardware, without deep knowledge about the hardware. Configuration of arduino using AVR microcontroller ATmage 168, software to action arduino using arduino program, MATLAB, Processing. Arduino is open source base, you can hardware production directly and using shield additionally, the arduino can be combined. Processing iis open source. You can 2D, 3D, PDF output, using P3D and OpenGL graphics. Also you can check by running a stand-alone application. Through a combination of Arduino, library support, such as sound, video, and computer vision can be expanded, this program is the Android phone and iPhone programming. In this paper, sortware was used for Processing, hardware was used for arduino MegaADK board, After making easy 2axis game, using the software and hardware verification.

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A study on 3D Pottery Modeling based on Web (웹기반 3D 도자기 모델링에 관한 연구)

  • Park, Gyoung Bae
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.209-217
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    • 2012
  • In this paper, I proposed new system that a user makes modeling 3D symmetric pottery using mouse and can confirm the result immediately in internet browser. The main advantage of proposed system is that users who have no specialized knowledge about 3D graphic can easily create 3D objects. And a user can use it that has only PC connected network and mouse without additional devices as like expensive haptic and camera device. For developing proposed system, VRML/X3D that is International Standard language for virtual reality and 3D graphics was used. Because it was born based on internet that is different from other 3D graphic languages, it was able to interact and navigate with users. With those features and high completeness of 3D pottery realization using mouse considered, the system may be useful and is superior in performance to other pottery modeling system.

Application of computer graphics for a preliminary evaluation of dismantling scenario (컴퓨터 그래픽스를 이용한 해체 공정 시나리오 예비 평가)

  • Park Hee-Seong;Kim Sung-Kyun;Lee Kyne-Woo;Jung Chong-Hun;Park Jin-Ho;Jin Seong-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.1311-1314
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    • 2006
  • 원자력 시설 및 연구용 원자로 해체 시 해체 공정의 효율성을 증진시키기 위해 컴퓨터 그래픽스를 이용한 해체 공정의 최적화 연구가 수행되었다. 애니메이션 설계를 위해 해체 시설 및 구조물과 해체 장비의 모델링이 완료되었으며, 방사능에 오염된 대상물의 방사능 분포도를 위치별, 준위별로 확인할 수 있도록 3 차원으로 나타내었다. 해체 일정과 해체 폐기물량 그리고 해체 비용을 모사하기 위해 각 정보들에 대한 평가식과 가중치 값을 도출하였다. 연구로 1 호기 Thermal column 을 대상으로 애니메이션을 통한 해체 공정절차 시각화와 단위 해체 공정 시나리오를 수행한 결과 애니메이션의 경우 해체 현장과 동일하게 모델링 되어 현장 작업자들이 해체 공정 절차를 쉽게 이해할 수 있다는 것을 확인하였으며, 시나리오 별 해체 소요시간과 폐기물량 그리고 해체 비용의 경우 정상적으로 모사가 수행됨으로써 단위 해체 공정에 대한 최적의 시나리오를 평가 할 수 있는 기초 연구의 틀을 마련하였다. 본 시스템은 해체 관리자, 해체 시스템 분석가, 해체 현장 감독과 해체 작업자들의 중요한 협업도구로 활용될 것으로 사료된다.

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