• Title/Summary/Keyword: 3D Texture

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A Data Structure for Real-time Volume Ray Casting (실시간 볼륨 광선 투사법을 위한 자료구조)

  • Lim, Suk-Hyun;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.40-49
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    • 2005
  • Several optimization techniques have been proposed for volume ray casting, but these cannot achieve real-time frame rates. In addition, it is difficult to apply them to some applications that require perspective projection. Recently, hardware-based methods using 3D texture mapping are being used for real-time volume rendering. Although rendering speed approaches real time, the larger volumes require more swapping of volume bricks for the limited texture memory. Also, image quality deteriorates compared with that of conventional volume ray casting. In this paper, we propose a data structure for real-time volume ray casting named PERM (Precomputed dEnsity and gRadient Map). The PERM stores interpolated density and gradient vector for quantized cells. Since the information requiring time-consuming computations is stored in the PERM, our method can ensure interactive frame rates on a consumer PC platform. Our method normally produces high-quality images because it is based on conventional volume ray casting.

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A Basic Study on the Manufacture of UHPC 3D stereoscopic panels using 3D Printer (3D 프린터를 활용한 UHPC 3D 입체패널 제작에 관한 기초적 연구)

  • Kim, Tae-Ik;Yoon, Ju-Yong;Choi, Byung-Keol;Park, Yong-Kyu;Lee, Dae Seek;Yoon, Gi-Won
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2021.11a
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    • pp.154-155
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    • 2021
  • Appearance finish is important for amorphous buildings to maximize amorphousness, and GFRC, glass, and metal are mostly used as exterior materials for amorphous buildings currently applied. However, the existing exterior materials showed limitations in amorphous expression, texture, and color expression. In this study, a 3D stereoscopic panel mold was manufactured using the FDM method, one of the 3D printing technologies, and 3D stereoscopic panel production was reviewed using Ultra High Performance Concrete (UHPC), which has excellent physical and mechanical performance and expression. In order to overcome the limitations of unstructured expression, a UHPC 3D stereoscopic panel using the FDM method, one of the 3D printing technologies, was manufactured. Unlike steel molds, FRP molds, and EPS molds, the FDM method can be applied to various materials, and complex shapes are implemented. If it is used using recyclable materials as well as PLA filaments used in the FDM method, it will overcome the limitations of amorphous expression and activate the production of 3D stereoscopic panels that have secured eco-friendliness.

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3D-Printed Disease Models for Neurosurgical Planning, Simulation, and Training

  • Park, Chul-Kee
    • Journal of Korean Neurosurgical Society
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    • v.65 no.4
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    • pp.489-498
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    • 2022
  • Spatial insight into intracranial pathology and structure is important for neurosurgeons to perform safe and successful surgeries. Three-dimensional (3D) printing technology in the medical field has made it possible to produce intuitive models that can help with spatial perception. Recent advances in 3D-printed disease models have removed barriers to entering the clinical field and medical market, such as precision and texture reality, speed of production, and cost. The 3D-printed disease model is now ready to be actively applied to daily clinical practice in neurosurgical planning, simulation, and training. In this review, the development of 3D-printed neurosurgical disease models and their application are summarized and discussed.

Development of 3D Terrain Tools which Improves a Picking Speed using Cross Detection (교차검출을 이용하여 Picking 속도를 향상시킨 3D 지형 툴의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.78-85
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    • 2012
  • This paper proposes an efficient algorithm to develop a 3D terrain tools which is essential in the development of 3D computer games. In particular, this paper proposes a cross detection technique to improve picking speed. In other words, this paper proposes a more efficient cross detection technique consisting of a ray and a parallelogram than a cross detection technique consisting of a ray and a triangle. So, we can confirm the faster picking speed. This paper uses a picking example among DirectX SDK samples to test it. In addition, this paper compares the number of function calls for cross detection using the existing techniques and the proposed technique. As a result, in this paper the proposed technique has fallen off to about a 50 percent than the existing techniques. And if it is calculated by times, in this paper the proposed technique was reduced to 1 to 2 seconds than the existing techniques. Additionally, in this paper 3D terrain tools are provide more improved algorithms for features such as texture splatting, height map control, object arrangement and realistic water effect. So, 3D terrain tools is available efficient in the development of real 3d computer games.

Study on the reaction mechanism between Sn and electroless Ni-P with varying P content (무전해 Ni-P막의 P 함량 변화에 따른 Sn과의 반응 메커니즘 연구)

  • ;;;Shih D. Y.
    • Proceedings of the International Microelectronics And Packaging Society Conference
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    • 2003.11a
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    • pp.88-93
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    • 2003
  • 무전해 Ni-P와 Sn의 반응 및 Ni-P의 결정화에 대한 P 함량의 영향을 세 가지 다른 조성의 Ni-P (P 4.6, 9, 13 $wt.\%$)를 이용하여 연구하였다. $300^{\circ}C$까지 열처리한 모든 시편에서 $Ni_3Sn_4$ intermetallic compound (IMC)가 생성되었고 이들 시편을 $450^{\circ}C$까지 열처리한 경우 Sn 두께가 $0.5{\mu}m$로 작을 때 $Ni_3Sn_4$가 모두 $Ni_3Sn_2$로 변화하였다. nanocrystal인 Ni-4.6P는 Ni (111) texture를 유지하며 결정화되었고 Sn과의 반응시 형성되는 $Ni_3Sn_4$ IMC 또한 비정질인 Ni-9P, Ni-13P 경우보다 강한 (111) texture를 가짐이 확인되었다. Ni-P 막의 P 함량이 작은 경우 $Ni_3Sn_4$ IMC는 두껍고 조밀하게 형성되는 반면 P-rich layer 두께는 작아졌다.

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3D Emotional Avatar Creation and Animation using Facial Expression Recognition (표정 인식을 이용한 3D 감정 아바타 생성 및 애니메이션)

  • Cho, Taehoon;Jeong, Joong-Pill;Choi, Soo-Mi
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1076-1083
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    • 2014
  • We propose an emotional facial avatar that portrays the user's facial expressions with an emotional emphasis, while achieving visual and behavioral realism. This is achieved by unifying automatic analysis of facial expressions and animation of realistic 3D faces with details such as facial hair and hairstyles. To augment facial appearance according to the user's emotions, we use emotional templates representing typical emotions in an artistic way, which can be easily combined with the skin texture of the 3D face at runtime. Hence, our interface gives the user vision-based control over facial animation of the emotional avatar, easily changing its moods.

Generation of 3 Dimensional Image Model from Multiple Digital Photographs (다중 디지털 사진을 이용한 3차원 이미지 모델 생성)

  • 정태은;석정민;신효철;류재평
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.1634-1637
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    • 2003
  • Any given object on the motor-driven turntable is pictured from 8 to 72 different views with a digital camera. 3D shape reconstruction is performed with the integrated software called by Scanware from these multiple digital photographs. There are several steps such as configuration, calibration, capturing, segmentation, shape creation, texturing and merging process during the shape reconstruction process. 3D geometry data can be exported to cad data such as Autocad input file. Also 3D image model is generated from 3D geometry and texture data, and is used to advertise the model in the internet environment. Consumers can see the object realistically from wanted views by rotating or zooming in the internet browsers with Scanbull spx plug-in. The spx format allows a compact saving of 3D objects to handle or download. There are many types of scan equipments such as laser scanners and photogrammetric scanners. Line or point scan methods by laser can generate precise 3D geometry but cannot obtain color textures in general. Reversely, 3D image modeling with photogrammetry can generate not only geometries but also textures from associated polygons. We got various 3D image models and introduced the process of getting 3D image model of an internet-connected watchdog robot.

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3D Affordance Field based Crowd Agent Behavior Simulation (3D 행동 유도장 기반 대규모 에이전트 행동 시뮬레이션)

  • Ok, Sooyol;Han, MyungWoo;Lee, Suk-Hwan
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.629-641
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    • 2021
  • Crowd behavior simulations have been studied to further accelerated and refined by parallelism by inducing agent-interacting forces into the image field representing the forces of attraction and repulsion. However, it was difficult to consider rapidly changing environments such as fire situations in buildings because texture images must be generated in advance simulation starts and simulations can only be performed in 2D spaces. In this paper, we propose a crowd agent behavior simulation method based on agent's 3D affordance field for flexible agent behavior in variable geomorphological environments in 3D space. The proposed method generates 3D affordance field related to agents and sensors in 3D space and defines the agent behavior in 3D space for the crowd behavior simulation based on an image-inducing field to a 3D space. Experimental results verified that our method enables the development of large-scale crowd behavior simulations that are flexible to various fire evacuation situations in 3D virtual spaces.

Virtual View Generation by a New Hole Filling Algorithm

  • Ko, Min Soo;Yoo, Jisang
    • Journal of Electrical Engineering and Technology
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    • v.9 no.3
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    • pp.1023-1033
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    • 2014
  • In this paper, performance improved hole-filling algorithm which includes the boundary noise removing pre-process that can be used for an arbitrary virtual view synthesis has been proposed. Boundary noise occurs due to the boundary mismatch between depth and texture images during the 3D warping process and it usually causes unusual defects in a generated virtual view. Common-hole is impossible to recover by using only a given original view as a reference and most of the conventional algorithms generate unnatural views that include constrained parts of the texture. To remove the boundary noise, we first find occlusion regions and expand these regions to the common-hole region in the synthesized view. Then, we fill the common-hole using the spiral weighted average algorithm and the gradient searching algorithm. The spiral weighted average algorithm keeps the boundary of each object well by using depth information and the gradient searching algorithm preserves the details. We tried to combine strong points of both the spiral weighted average algorithm and the gradient searching algorithm. We also tried to reduce the flickering defect that exists around the filled common-hole region by using a probability mask. The experimental results show that the proposed algorithm performs much better than the conventional algorithms.

PREDICTION OF PHYSICO-CHEMICAL AND TEXTURE CHARACTERISTICS OF BEEF BY NEAR INFRARED TRANSMITTANCE SPECTROSCOPY

  • Olivan, Mamen;Delaroza, Begona;Mocha, Mercedes;Martinez, Maria Jesus
    • Proceedings of the Korean Society of Near Infrared Spectroscopy Conference
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    • 2001.06a
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    • pp.1256-1256
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    • 2001
  • The physico-chemical and texture characteristics of meat determine the nutritional, technological and sensory quality. However, the analysis of meat quality requires expensive, laborious and time consuming analytical methods. The objective of this study was to evaluate NIR spectroscopy using transmittance for determining the moisture, fat, protein and total pigment content, the water holding capacity (WHC) and the toughness of beef meat. A total of 318 spectra were recorded from ground beef samples by a Feed Analyzer 1265 of Infratec. The samples were obtained from the Longissimus muscle of the 10$^{th}$ rib of yearling bulls, ground with an electrical chopper, vacuum packaged, aged during 7 days and frozen at -24$^{\circ}C$ until the analyses were done. Moisture content was measured by oven drying at 10$0^{\circ}C$, fat content was determined by Soxhlet extraction and protein content was estimated from nitrogen content using the Kjeldahl analysis. The total pigment content was determined by the method of Hornsey and the WHC using the method of filter paper press. The instrumental evaluation of texture (maximum load WB, maximum stress MS and toughness) was conducted in an Instron equipment with a Warner-Bratzler shearing device. This analysis was performed on a chop of 3.5 cm obtained from the longissimus of the 8$^{th}$ rib, aged during 7 days, kept frozen at -24$^{\circ}C$ and cooked before the analysis. Near infrared spectra were recorded as log 1/T (T=transmittance) at 2 nm intervals from 850 to 1050 nm using a Feed Analyzer 1265 of Infratec. Calibrations were performed with the WinISI software (vs. 1.02) using the MPLS method. To examine the effect of scatter correction o. derivation of spectra on the calibration performance, calibrations were calculated with the crude spectra or pretreated with different mathematical treatments (inverse MSC, SNVD) and/or second derivative operation. For chemical composition, the use of the scatter corrections improved the calibration statistics, in terms of lower SECV and higher $r^2$. In most of the variables, the use of the 2$^{nd}$ derivative improved the predictions, mainly when combined with the SNVD treatment. However, for predicting the texture traits, the best estimation was obtained from the crude spectrum. These results showed that the equations obtained for predicting moisture, fat and total pigments were very accurate, with $r^2$ being higher that 0.9. However, the prediction of the texture traits (WB, MS, toughness) from ground meat was poor.

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