• Title/Summary/Keyword: 3D ComputerGraphics

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Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.421-434
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    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

Camera Parameter Extraction Method for Virtual Studio Applications by Tracking the Location of TV Camera (가상스튜디오에서 실사 TV 카메라의 3-D 기준 좌표와 추적 영상을 이용한 카메라 파라메타 추출 방법)

  • 한기태;김회율
    • Journal of Broadcast Engineering
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    • v.4 no.2
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    • pp.176-186
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    • 1999
  • In order to produce an image that lends realism to audience in the virtual studio system. it is important to synchronize precisely between foreground objects and background image provided by computer graphics. In this paper, we propose a method of camera parameter extraction for the synchronization by tracking the pose of TV camera. We derive an equation for extracting camera parameters from inverse perspective equations for tracking the pose of the camera and 3-D transformation between base coordinates and estimated coordinates. We show the validity of the proposed method in terms of the accuracy ratio between the parameters computed from the equation and the real parameters that applied to a TV camera.

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Implementation of A Networked Collaboration Engine for Virtual Engineering of Tilting Train (틸팅차량의 네트워크 협업 엔진 구현)

  • Chung, Yoo-Jin;Han, Seong-Ho;Song, Yong-Soo
    • Journal of the Korean Society of Systems Engineering
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    • v.2 no.2
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    • pp.45-50
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    • 2006
  • Tilting technology is to tilt the train on the curve in order to minimize centrifugal force to passengers and to improve the speed within the limits of passenger's comfort and safety. According to reports from other countries, there is 15~30% speed improvement compared to the conventional trains. Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. The progress of 3D computer graphics enabled collaborative applications with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of the Share collaboration engine which is for collaboration applications based on a distributed virtual environment. The Share collaboration engine proposes a new Share network architecture for management of participants, and it provides some synchronization methods for 3D objects in virtual collaboration. TTX_PDM is an experimental application that tries to prevent wastes of human, material and time resources in networked virtual collaboration.

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3D feature profile simulation for nanoscale semiconductor plasma processing

  • Im, Yeon Ho
    • Proceedings of the Korean Vacuum Society Conference
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    • 2015.08a
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    • pp.61.1-61.1
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    • 2015
  • Nanoscale semiconductor plasma processing has become one of the most challenging issues due to the limits of physicochemical fabrication routes with its inherent complexity. The mission of future and emerging plasma processing for development of next generation semiconductor processing is to achieve the ideal nanostructures without abnormal profiles and damages, such as 3D NAND cell array with ultra-high aspect ratio, cylinder capacitors, shallow trench isolation, and 3D logic devices. In spite of significant contributions of research frontiers, these processes are still unveiled due to their inherent complexity of physicochemical behaviors, and gaps in academic research prevent their predictable simulation. To overcome these issues, a Korean plasma consortium began in 2009 with the principal aim to develop a realistic and ultrafast 3D topography simulator of semiconductor plasma processing coupled with zero-D bulk plasma models. In this work, aspects of this computational tool are introduced. The simulator was composed of a multiple 3D level-set based moving algorithm, zero-D bulk plasma module including pulsed plasma processing, a 3D ballistic transport module, and a surface reaction module. The main rate coefficients in bulk and surface reaction models were extracted by molecular simulations or fitting experimental data from several diagnostic tools in an inductively coupled fluorocarbon plasma system. Furthermore, it is well known that realistic ballistic transport is a simulation bottleneck due to the brute-force computation required. In this work, effective parallel computing using graphics processing units was applied to improve the computational performance drastically, so that computer-aided design of these processes is possible due to drastically reduced computational time. Finally, it is demonstrated that 3D feature profile simulations coupled with bulk plasma models can lead to better understanding of abnormal behaviors, such as necking, bowing, etch stops and twisting during high aspect ratio contact hole etch.

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Massive Fluid Simulation Using a Responsive Interaction Between Surface and Wave Foams (수면거품과 웨이브거품의 미세한 상호작용을 이용한 대규모 유체 시뮬레이션)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.2
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    • pp.29-39
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    • 2017
  • This paper presents a unified framework to efficiently and realistically simulate surface and wave foams. The framework is designed to first project 3D water particles from an underlying water solver onto 2D screen space in order to reduce the computational complexity of determining where foam particles should be generated. Because foam effects are often created primarily in fast and complicated water flows, we analyze the acceleration and curvature values to identify the areas exhibiting such flow patterns. Foam particles are emitted from the identified areas in 3D space, and each foam particle is advected according to its type, which is classified on the basis of velocity, thereby capturing the essential characteristics of foam wave motions. We improve the realism of the resulting foam by classifying it into two types: surface foam and wave foam. Wave foam is characterized by the sharp wave patterns of torrential flow s, and surface foam is characterized by a cloudy foam shape even in water with reduced motion. Based on these features, we propose a technique to correct the velocity and position of a foam particle. In addition, we propose a kernel technique using the screen space density to efficiently reduce redundant foam particles, resulting in improved overall memory efficiency without loss of visual detail in terms of foam effects. Experiments convincingly demonstrate that the proposed approach is efficient and easy to use while delivering high-quality results.

Comparative Analysis of 3D Tools Suitable for the Rotoscoping Cell Animation Production Process

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.113-120
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    • 2024
  • Recently, case presentations using AI functions such as ChatGPT are increasing in many industrial fields. As AI-based results emerge even in the areas of images and videos, traditional animation production tools are in need of significant changes. Unreal Engine is the tool that adapts most quickly to these changes, proposing a new animation production workflow by integrating tools such as Metahuman and Marvelous Designer. Working with realistic metahumans allows for the production of realistic and natural movements, such as those captured through motion capture data. Implementing this approach presents many challenges for production tools that adhere to traditional methods. In this study, we investigated the differences between the cell animation workflow and the computer graphics animation production workflow. We compared and analyzed whether these differences could be reduced by creating sample movements using character rigs in Maya and Cascadeur tools. Our results showed that a similar cell animation workflow could be constructed using the Cascadeur tool. To improve the accuracy of our conclusions, we created large, action-packed short animations to demonstrate and validate our findings.

Implementation of A Networked Collaboration Engine for Virtual Architectural Bngineering Application (가상 건축 엔지니어링 응용을 위한 네트워크 공유작업 엔진의 구현)

  • Song, Gyeong-Jun;Go, Dong-Il;Kim, Jong-Seong;Maeng, Seong-Hyeon
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.12
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    • pp.642-652
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    • 2001
  • Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. The progress of 3D computer graphics enabled collaborative application with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of the Share collaboration engine which is for collaboration applications based on a distributed virtual environment. We introduce Virtual Architectural Engineering 2000 (VAE2000) that is our pilot application implemented with the Share collaboration engine. The Share collaboration engine proposes a new Share network architecture for management of participants, and it provides some synchronization methods for 3D objects in virtual collaboration. VAE2000 is an experimental application that tries to prevent wastes of human, material and time resources in networked virtual collaboration.

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Image-Based Approach for Modeling 3D Shapes with Curved Surfaces (곡면을 포함하는 형상의 영상을 이용한 모델링)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.1
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    • pp.38-48
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    • 2007
  • In this paper, we propose an image-based method for modeling 3D objects with curved surfaces based on the NURBS (Non-Uniform Rational B-Splines) representation. Starting from a few calibrated images, the user specifies the corresponding curves by means of an interactive user interface. Then, the 3D curves are reconstructed using stereo reconstruction. In order to fit the curves easily using the interactive user interface, NURBS curves and surfaces are employed. The proposed surface modeling techniques include surface building methods such as bilinear surfaces, ruled surfaces, generalized cylinders, and surfaces of revolution. In addition to these methods, we also propose various advanced surface modeling techniques, including skinned surfaces, swept surfaces, and boundary patches. Based on these surface modeling techniques, it is possible to build various types of 3D shape models with textured curved surfaces without much effort. Also, it is possible to reconstruct more realistic surfaces by using proposed view-dependent texture acquisition algorithm. Constructed 3D shape model with curves and curved surfaces can be exported in VRML format, making it possible to be used in different 3D graphics softwares.

Level of Detail Data Model for Efficient Data Transmission of 3-D GIS (3차원 공간정보시스템 데이터의 효율적 전송을 위한 세밀도 모델)

  • Lee, Hyun-Suk;Moon, Jung-Wook;Li, Ki-Joune
    • Spatial Information Research
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    • v.14 no.3 s.38
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    • pp.321-334
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    • 2006
  • 3D spatial data are of increasing interest in landscape analysis, urban planning and map services based on Web, because of its reality. But the amount of 3D spatial data are very large in comparison with 2D spatial data. Therefore it is necessary to have a efficient methods to transfer and visualize 3D spatial data. The concept of Level of Detail in Computer Graphics is effective. This paper briefly presents two LOD data models of data transmission based on the spatial data model of international standards. First, it is separated LOD model that gives a LOD level to object. Second is Selective LOD model that gives a LOD level to object's element. We compared the efficiency of 3D data transmission based on two LOD model.

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