• Title/Summary/Keyword: 3D ComputerGraphics

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Refinement of Projection Map Based on Artificial Neural Networks to Represent Noise-Reduced Foam Effects (노이즈가 완화된 거품 효과를 표현하기 위한 인공신경망 기반의 투영맵 정제)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.4
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    • pp.11-24
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    • 2021
  • In this paper, we propose an artificial neural network framework that can represent the foam effects expressed in liquid simulation in detail without noise. The position and advection of foam particles are calculated using the existing screen projection method, and the noise problem that appears in this process is solved through an proposed artificial neural network. The important thing in the screen projection approach is the projection map, but noise occurs in the projection map in the process of projecting momentum into the discretized screen space, and we efficiently solve this problem by using an artificial neural network-based denoising network. When the foam generating area is selected through the projection map, 2D is inversely transformed into 3D space to generate foam particles. We solve the existing denoising network problem in which small-scaled foam particles disappear. In addition, by integrating the proposed algorithm with the screen-space projection framework, all the advantages of this approach can be accommodated. As a result, it shows through various experiments whether it is possible to stably represent not only the clean foam effects but also the foam particles lost due to the denoising process.

A Sweep Surface based on Two-Parameter Motion (2-변수 모션기반의 스윕곡면)

  • Yoon, Seung-Hyun;Lee, Ji-Eun
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.1
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    • pp.1-7
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    • 2011
  • We present a new technique for constructing a sweep surface using two-parameter motion. Firstly, a new rational B-spline motion with two parameters is introduced, which is obtained by extending its orientation curve and scaling curve to surface counterparts. A sweep surface is then defined by a single vertex v under the two-parameter motion and allows to represent different u-directional iso-curves depending on parameter ${\upsilon}$. Efficient techniques for modeling and editing the surface are achieved by intuitively controlling the two-parameter motion. We demonstrate the effectiveness of our technique with experimental results on modeling and editing a 3D propeller model.

Web-based 3D Animation System for Visualization of Motions of Mechanisms (웹기반 3차원 기구 동적 거동 가시화 시스템 개발)

  • 남소정;한형석;이재경;김동성
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.1735-1738
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    • 2003
  • The dynamic design and evaluation of mechanisms need to be performed in a collaboration or concurrent system in order to shorten the development period of the product. A web-based system is the most suitable concurrent system to promote effective collaboration. In order to develop such a web-based system, Java Applet, which is not restrained by a computer's H/W and S/W, is widely used. This paper introduces a web-based 3D animation system for visualizing the motions of mechanisms. This web-based 3D animation system uses a JAVA Applet program method, which can be operated in a web-browser, and the Open Inventor for Java, which supports 3D graphics. It does not only allows the user to verify dynamic simulation results and design variables through the web, but it also has the advantage of supporting collaboration among a number of users through simultaneous connections.

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Clothes Manufacture Systems Design and Embodiment for 3D Clothes Getting Dressed Simulation (3D 의복 착의 시뮬레이션을 위한 의복 제작 시스템 설계 및 구현)

  • Kim Young-Un;Cho Jin-Ei;Lee Yong-Ju;Jung Sung-Tea;Joung Suck-Tea;So In-Mi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.1
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    • pp.57-62
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    • 2006
  • This treatise proposes a develop system that manufactures 3D clothes model who is used in 3D clothes getting dressed simulation. Need 3D human body model and 3D clothes model to do getting dressed simulation. Create priority work Matrix javelin to design clothes model and design 2D piece from designer Connect designed piece plain using backstitch line and create numerical value data because using designed piece and backstitch data finally and make 3D clothes model. Consist of piece design module, to read clothes data and save module, getting dressed simulation module in system that propose in this treatise.

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Performance Analysis and Optimization of mobile GPU in Android Phone (안드로이드 폰에서의 모바일 GPU 성능 분석 및 최적화)

  • Cho, Chang-Woo;Ashok, Sharma;Kim, Shin-Dug
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.1-4
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    • 2013
  • 본 논문에서는 최신 안드로이드 기반 상용 스마트폰의 모바일 GPU 성능 향상을 위한 방법론을 제안한다. 동일 하드웨어를 가지고 스마트폰을 개발하더라도 제조사의 역량에 따라 소프트웨어 최적화의 정도가 달라서 그래픽 성능 차이가 날 수 있다. 그러므로 우리는 시스템 소프트웨어 레벨에서 그래픽 품질에 아무런 영향을 주지 않고 성능 향상을 이끌어낼 수 있는 기법에 대해 소개한다. 이를 위해 A사, B사 안드로이드 스마트폰을 대상으로 안드로이드 커널에 따른 분석을 수행하였고, GPU 디바이스 드라이버에 따른 분석을 수행하였으며, 마지막으로 타사 휴대폰과의 성능 비교를 통해 이 결과를 비교 분석하였다. 결과적으로 GPU 디바이스 드라이버 변경과 안드로이드 커널 변경을 시도함으로써 B사 대비 68%의 성능을 보인 A사 스마트폰의 성능을 96%까지 향상시킬 수 있었다.

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DESIGN AND IMPLEMENTATION OF FEATURE-BASED 3D GEO-SPATIAL RENDERING SYSTEM USING OPENGL API

  • Kim Seung-Yeb;Lee Kiwon
    • Proceedings of the KSRS Conference
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    • 2005.10a
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    • pp.321-324
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    • 2005
  • In these days, the management and visualization of 3D geo-spatial information is regarded as one of an important issue in GiS and remote sensing fields. 3D GIS is considered with the database issues such as handling and managing of 3D geometry/topology attributes, whereas 3D visualization is basically concerned with 3D computer graphics. This study focused on the design and implementation for the OpenGL API-based rendering system for the complex types of 3D geo-spatial features. In this approach 3D features can be separately processed with the functions of authoring and manipulation of terrain segments, building segments, road segments, and other geo-based things with texture mapping. Using this implementation, it is possible to the generation of an integrated scene with these complex types of 3D features. This integrated rendering system based on the feature-based 3D-GIS model can be extended and effectively applied to urban environment analysis, 3D virtual simulation and fly-by navigation in urban planning. Furthermore, we expect that 3D-GIS visualization application based on OpenGL API can be easily extended into a real-time mobile 3D-GIS system, soon after the release of OpenGLIES which stands for OpenGL for embedded system, though this topic is beyond the scope of this implementation.

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Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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Design of the Triangle Setup Stage Reusing the Values of Shared Edge in 3D Graphics Accelerator (공통 변 정보를 재 사용하는 3차원 그래픽 가속기의 삼각형 셋업 부의 설계)

  • Choi, Moon-Hee;Park, Woo-Chan;Kim, Shin-Dug
    • Annual Conference of KIPS
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    • 2000.10b
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    • pp.1637-1640
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    • 2000
  • 최근 3 차원 그래픽스 분야에서 실감 영상 지원 요구에 따라 객체를 이루는 데이터의 수가 기하급수적으로 증가하게 되었다. 이에 고성능의 3 차원 그래픽 가속기에 대한 도입뿐만 아니라 가속기에서 처리될 데이터의 표현 및 여러 처리 방법들에 대한 연구도 요구되어지고 있다. 본 논문에서는 삼각형 스트림 기법을 이용하여 3 차원 그래픽 데이터를 효과적으로 표현할 수 있고, 이 기법의 특징을 이용하여 전체 시스템의 계산량을 줄일 수 있는 구조를 제안하였다. 즉 제안하는 구조는 3차원 그래픽 가속기의 뒷 단인 래스터라이저의 삼각형 셋업 부에 공통 변 버퍼를 두어 인접한 삼각형 들 간에 공유되는 변들의 정보를 재 사용하도륵 하였다. 이 구조는 공통 변 버퍼를 사용하지 않는 기존의 구조와 비교했을 경우 최대 31.8%의 수행 성능 향상을 보여준다.

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Real-time user motion generation and correction using RGBD sensor (RGBD 센서를 이용한 실시간 사용자 동작 생성 및 보정)

  • Gu, Tae Hong;Kim, Un Mi;Kim, Jong Min;Kwon, Tae Soo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.67-73
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    • 2017
  • We propose several techniques which can be employed in a 3D fitness program for monitoring and correcting user's posture. To implement a 3D fitness program, improved reference motion generating techniques and visualizing techniques are necessary. First, in order to understand the difference between the user and the reference movement of a professional, a retargeting method between two different body shapes are studied. Second, the problem of self-occlusion, which occurs when using a low-cost depth sensor to represent complex motions, is solved by using a sample database and time consistency. The system proposed in this paper evaluates the user's posture considering the physical characteristics of the user, and then provides feedback to the user.

3D Magic Wand: Interface for Mesh Segmentation Using Harmonic Field (3D Magic Wand: 하모닉 필드를 이용한 메쉬 분할 기법)

  • Moon, Ji-Hye;Park, Sanghun;Yoon, Seung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.1
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    • pp.11-19
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    • 2022
  • In this paper we present a new method for interactive segmentation of a triangle mesh by using the concavity-sensitive harmonic field and anisotropic geodesic. The proposed method only requires a single vertex in a desired feature region, while most of existing methods need explicit information on segmentation boundary. From the user-clicked vertex, a candidate region which contains the desired feature region is defined and concavity-senstive harmonic field is constructed on the region by using appropriate boundary constraints. An initial isoline is chosen from the uniformly sampled isolines on the harmonic field and optimal points on the initial isoline are determined as interpolation points. Final segmentation boundary is then constructed by computing anisotropic geodesics passing through the interpolation points. In experimental results, we demonstrate the effectiveness of the proposed method by selecting several features in various 3D models.