• 제목/요약/키워드: 3D Production

검색결과 4,963건 처리시간 0.033초

Comparative Analysis of Three-Dimensional Real-Time Rendering Methods

  • Kim, Gum-Young;Lee, Byong-Kwon
    • 한국컴퓨터정보학회논문지
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    • 제27권1호
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    • pp.23-32
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    • 2022
  • 3D 프로그램을 활용한 방식의 영상 제작과정은 3D 데이터를 시각화하는 렌더링이라는 과정을 거친다. 이 과정은 제작 시간과 작업비용의 부담이 커서 제작자로서는 렌더 비용을 줄이는 것이 중요한 이슈로 대두되고 있다. 본 연구는 실시간렌더엔진인 게임엔진의 렌더링을 영상 제작에 접목해 렌더 시간을 줄여 기존의 제작 시간을 단축하는 방법을 제시하고자 한다. 본 연구의 렌더링 실험을 위해 로봇과 실내 모델링을 3D 제작 프로그램인 마야(Maya)와 게임엔진인 유니티(Unity)로 렌더링을 비교 분석했다. 분석 결과, 유니티는 실시간으로 렌더 되어 렌더 비용을 줄일 수 있고, 렌더된 이미지의 퀄러티 또한 마야에서 렌더된 이미지와 유사한 결과를 나타냈다. 이번 실험을 통해 유니티의 렌더링을 마야와 비교해 분석해 봄으로써 기존의 제작 시간을 단축하는 방법을 제시하고 사용자가 실시간렌더엔진에 접근할 수 있는 가이드를 제공한다.

식품 3D-프린팅 기술과 식품 산업적 활용 (Food 3D-printing Technology and Its Application in the Food Industry)

  • 김종태;맹진수;신원선;심인철;오승일;조영희;김종훈;김철진
    • 산업식품공학
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    • 제21권1호
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    • pp.12-21
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    • 2017
  • Foods are becoming more customized and consumers demand food that provides great taste and appearance and that improves health. Food three-dimensional (3D)-printing technology has a great potential to manufacture food products with customized shape, texture, color, flavor, and even nutrition. Food materials for 3D-printing do not rely on the concentration of the manufacturing processes of a product in a single step, but it is associated with the design of food with textures and potentially enhanced nutritional value. The potential uses of food 3D-printing can be forecasted through the three following levels of industry: consumer-produced foods, small-scale food production, and industrial scale food production. Consumer-produced foods would be made in the kitchen, a traditional setting using a nontraditional tool. Small-scale food production would include shops, restaurants, bakeries, and other institutions which produce food for tens to thousands of individuals. Industrial scale production would be for the mass consumer market of hundreds of thousands of consumers. For this reason, food 3D-printing could make an impact on food for personalized nutrition, on-demand food fabrication, food processing technologies, and process design in food industry in the future. This article review on food materials for 3D-printing, rheology control of food, 3D-printing system for food fabrication, 3D-printing based on molecular cuisine, 3D-printing mobile platform for customized food, and future trends in the food market.

한국의 공업화건축 공법 도입활용과정 분석을 통한 3D 프린팅기술 개발 방향성 연구 (Discovering Applicable Lessons for '3D Printing R/D Project' Implementation Through Studying the Process of Adopting Overseas Industrialized Building Production Technological Knowhow in the Korean Context)

  • 이성민;이필원;조후영;이재헌
    • 한국공간구조학회논문집
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    • 제17권4호
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    • pp.59-68
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    • 2017
  • This paper aims at finding some lessons applicable to successful implementation of 'The 3D Printing R/D Project' through both examining the process of adopting overseas industrialized housing production technological knowhow by home builders during the 1970's~1980's period and thereafter until now the various efforts to adjust the technologies efficiently to the Korea's unique situation. Some meaningful lessons can be summarized as follows; I) Deep understanding of 3DP technological know-why along with its inheritance, II) Readjusting of R/D period and goals(cf. Global leader Winsun's 15 years experiment), III) Restructuring for more collaborative R/D B&E system among participating researchers IV) Fostering 3DP expert-engineers and technicians from the early stage, V) Clearing legal barriers in users' adopting 3DP methods necessary, VI) Development of appropriate building material besides concrete. Therefore, it is highly recommended that the above-mentioned 6 lessons positively accepted and applied to the Research Implementation Plan in due course, especially by KICT consortium and KAIA under the guidance of Ministry of Land, Infrastructure and Transport.

Influence of Supplemental Vitamin D3 on Production Performance of Aged White Leghorn Layer Breeders and Their Progeny

  • Panda, A.K.;Rao, S.V. Rama;Raju, M.V.L.N.;Niranjan, M.;Reddy, B.L.N.
    • Asian-Australasian Journal of Animal Sciences
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    • 제19권11호
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    • pp.1638-1642
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    • 2006
  • An experiment was conducted to elucidate the effect of graded levels of vitamin $D_3$ in White Leghorn (WL) layer breeders on egg production, shell quality, hatchability of eggs and juvenile performance of offspring during their late laying period (72-88 wk). White Leghorn breeder females were randomly divided into 5 groups of 50 each and were housed in individual California cages in an open-side housing system. Considering birds in five cages as a replicate, 10 such replicates were randomly allotted to each treatment. A basal diet was formulated containing all the nutrients as recommended for WL layers except vitamin $D_3$, which served as control. Another, four diets were formulated by supplementing graded levels of feed grade crystalline cholecalciferol to the basal diet that contained 300, 600, 1,200 and 2,400 ICU of vitamin $D_3$ per kg. Each diet was offered ad libitum to one of the above five treatment groups. The egg production, egg weight, daily feed consumption and the feed intake per dozen eggs or kg egg mass of the birds fed diet without any supplemental vitamin $D_3$ was comparable with those of supplemental groups. Similarly, the level of vitamin in the diet did not have any effect on any of the above parameters. However, the specific gravity of eggs laid by the birds fed the diet without supplemental vitamin $D_3$ was comparable with either 600 or 2,400 ICU supplemental groups but significantly higher when compared to the 300 and 1,200 ICU groups. The egg -shell breaking strength was significantly lowered in the 600 ICU supplemental groups as compared to the strength of other dietary groups. The Haugh unit, egg shell weight, shell thickness, tibia breaking strength, bone ash and calcium content were not influenced by vitamin $D_3$ concentration in the diet. Serum Ca concentration was influenced by vitamin $D_3$ level in the diet. The serum Ca concentration of birds fed either control or the vitamin supplemented diet up to 1200 ICU/kg diet was comparable. However, increasing the concentration of vitamin $D_3$ to 2,400 ICU/kg diet significantly enhanced the concentration of Ca in the serum, which was significantly higher compared to other dietary groups. The serum concentration of P and protein, however, was not influenced by level of vitamin $D_3$ in the diet. Neither fertility nor hatchability was influenced by vitamin $D_3$ concentration in the diet. Feeding a vitamin $D_3$ deficient diet or supplementation of vitamin to hens did not have any influence on their progeny chicks. It can be concluded that dietary supplementation of vitamin $D_3$ may not be essential for optimum production, shell quality, hatchability, and juvenile performance of WL breeders during 72 to 88 weeks of age.

유기산 및 포도당 혼합배지에서 Azotobacter vinelandii UWD의 생장 및 PHBV 생산에 대한 용존산소의 영향 (Effect of Dissolved Oxygen on the Growth of Azotobacter vinelandii UWD and Production of PHBV in the Mixture of Organic Acids and Glucose)

  • 박창호
    • KSBB Journal
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    • 제13권6호
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    • pp.675-680
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    • 1998
  • In both 7L and 20L fermentor experiments the level of dissolved oxygen (D.O) strongly affected growth and PHBV production of Azotobacter vinelandii UWD. A higher D.O. increased carbon substrate consumption rate and cell growth rate with a similar residual biomass production. However, a lower D.O. was a much better condition for PHBV production. In a 20L fermentor experiments controlled at 5% D.O. cell growth rate was about twice faster(0.555 hr-1 and 0.260 hr-1 at the acid and the glucose phase, respectively) with an equal amount(4.5 g/L) of residual biomass production. However, PHBV content in the cell(62.3 wt%) increased 17.3 times at 1% D.O.

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3D 매트릭스 개질기를 활용한 모사 바이오가스 부분산화 및 수증기 영향 연구 (The Study of Effect of Steam on Partial Oxidation for Model Biogas using 3D Matrix Reformer)

  • 임문섭;전영남
    • 한국수소및신에너지학회논문집
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    • 제22권6호
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    • pp.772-779
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    • 2011
  • New type of syngas generator based on the partial oxidation of biogas in volumetric permeable matrix reformers was suggested as an effective, adaptable and relatively simple way of syngas and hydrogen production for various low-scale applications. The use of biogas as an energy source reduces the chance of possible emission of two greenhouse gases, $CH_4$ and $CO_2$, into the atmosphere at the same time. Its nature of being a reproducible energy source makes its use even more attractive. Parametric screening studies were achieved as air ratio, biogas component ratio, input gas temperature, Steam/Carbon ratio. As the air ratio was low, the production of the hydrogen and carbon monoxide increased in the condition that 3D matrix reformer maintains the stable driving. As it was the simulation biogas in which the carbon dioxide content is high, the flammable range became narrow. And the flammable range was extended if the injected gas was preheated. The stable driving was possible in the low air ratio. The amount of hydrogen production was increased as S/C ratio increased.

3D 카메라 기반 스테디캠 효과를 적용한 영상제작에 관한연구 (Study of Image Production using Steadicam Effects for 3D Camera)

  • 이준상;박성대;이임건
    • 한국정보통신학회논문지
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    • 제18권12호
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    • pp.3035-3041
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    • 2014
  • 3D 애니메이션 제작 과정에서 가상 카메라의 이동을 보다 자연스러운 영상으로 표현하기 위해서 스테디캠 기법을 많이 사용하고 있다. 가상카메라에서 스테디캠 효과를 표현하기 위한 기존의 방식은 키프레임을 이용하는 것으로 카메라의 모든 움직임을 수작업으로 처리한다. 그러나 영상에서 카메라 워킹을 수작업으로 처리하는 것은 제작 시간이 많이 소요되는 번거로운 작업이며 카메라의 움직임이라는 물리적 현상을 인위적으로 표현함으로써 부자연스러운 결과를 얻는다. 본 연구는 3D 애니메이션에서 가상카메라의 이동에 따라 카메라에 가해지는 물리적 현상을 모델링하여 자동으로 스테디캠 효과를 낼 수 있는 방식을 제안한다. 제안하는 물리적 모델링은 파이선 스크립트 언어로 구현되어 마야의 제작 플랫폼에서 바로 적용 가능하다. 제안하는 방법은 기존의 수기적인 제작환경을 개선하고 영상의 자연스러운 시각적 효과를 극대화 할 수 있다.

Verification of Graphite Isotope Ratio Method Combined With Polynomial Regression for the Estimation of Cumulative Plutonium Production in a Graphite-Moderated Reactor

  • Kim, Kyeongwon;Han, Jinseok;Lee, Hyun Chul;Jang, Junkyung;Lee, Deokjung
    • 방사성폐기물학회지
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    • 제19권4호
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    • pp.447-457
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    • 2021
  • Graphite Isotope Ratio Method (GIRM) can be used to estimate plutonium production in a graphite-moderated reactor. This study presents verification results for the GIRM combined with a 3-D polynomial regression function to estimate cumulative plutonium production in a graphite-moderated reactor. Using the 3-D Monte-Carlo method, verification was done by comparing the cumulative plutonium production with the GIRM. The GIRM can estimate plutonium production for specific sampling points using a function that is based on an isotope ratio of impurity elements. In this study, the 10B/11B isotope ratio was chosen and calculated for sampling points. Then, 3-D polynomial regression was used to derive a function that represents a whole core cumulative plutonium production map. To verify the accuracy of the GIRM with polynomial regression, the reference value of plutonium production was calculated using a Monte-Carlo code, MCS, up to 4250 days of depletion. Moreover, the amount of plutonium produced in certain axial layers and fuel pins at 1250, 2250, and 3250 days of depletion was obtained and used for additional verification. As a result, the difference in the total cumulative plutonium production based on the MCS and GIRM results was found below 3.1% with regard to the root mean square (RMS) error.

CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작 (Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia)

  • 강태석;이동연;김진모
    • 한국컴퓨터그래픽스학회논문지
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    • 제26권3호
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    • pp.21-29
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    • 2020
  • 본 연구는 패션에 대한 첨단 시뮬레이션 기술로 가상 의류 시각화를 지원하는 3D 패션 디자인 소프트웨어인 CLO 3D와 증강현실 어플리케이션 제작을 위한 모바일 플랫폼 증강현실 개발 도구인 vuforia를 활용하여 유니티 엔진 개발 환경에서 대화식 구조의 디지털 패션 콘텐츠 제작을 위한 공정을 정의한다. CLO 3D 소프트웨어를 통해 패턴, 재봉선, 텍스쳐 등의 작업을 거쳐 가상 의류 모델을 제작하는 방법과 유니티 엔진 개발 환경에서 vuforia 개발 도구의 기능과 속성 들을 활용하여 컴퓨터 비전 기술 기반의 증강현실 콘텐츠를 제작하는 방법을 정리한다. 그리고 패션 디자이너, 디렉터 등 실무 사용자의 관점에서 현실적으로 활용 가능한 새로운 방식의 증강현실 디지털 패션 콘텐츠를 정의한 제작 공정의 흐름으로 직접 제작함으로써 활용 방법을 제시한다.

게임엔진 활용으로 게임 그래픽 교육 효율성 제고: 유니티3D(Unity3D)와 토크(Torque) 엔진을 중심으로 (The raise the efficiency of game graphics design education using game engine : In focus of Unity3D and Torque)

  • 김치훈;박성일
    • 만화애니메이션 연구
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    • 통권29호
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    • pp.151-172
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    • 2012
  • 대학의 게임제작교육은 게임교육 과정의 완성단계이며 게임 산업의 미래를 결정하기 때문에 매우 중요하다. 그러므로 다양한 제작 경험과 창작학습을 수행하기 위해서 현재 게임 산업의 진행 방향과 정보통신의 나아갈 방향을 미리 예단하여 게임제작에 필요한 정보를 습득 재가공하는 것이 필요하다. 본 연구는 게임 그래픽 디자이너 지망생을 위한 게임엔진 교육의 효율적 방안에 초점을 맞추었다. 이들을 대상으로 게임 엔진 기반의 제작 수업을 진행하여 실무 중심의 게임 제작 능력을 가능하게 하는 방법론을 제시하는 것이다. 게임제작 수업 시간에 그래픽 지향의 학생이 가상의 게임을 기획하고 결과물을 그래픽 작업만으로 제한하는 것이 아니라 그래픽 데이터를 검증하고 보완점을 찾아 완성도 높은 기획과 그래픽 능력을 갖추는 것을 말한다. 그러나 게임 프로그래머의 도움 없이는 불가능한 작업이기에 게임 엔진 교육의 중요성이 대두된다. 연구 내용에는 국내 게임 교육기관의 애로사항을 파악하고 그래픽 디자이너 중심의 편한 환경을 제공하는 게임엔진인 유니티3D(Unity3D)와 프로그래머 중심의 토크(Torque) 엔진을 기반으로 게임엔진을 활용한 제작 사례를 제시한다. 또한 본 연구의 목적과 학습 효율을 알아보기 위해 제작 이후 설문방식을 통해 게임 엔진의 활용이 게임 그래픽 교육에 효율성이 있는지 알아본다. 이를 통해 게임프로그래밍 비전공자들의 경우 기획서 작성에만 머물고 실제의 게임제작 구현이 불가능했던 수업을 개선할 수 있을 것으로 기대한다.