• Title/Summary/Keyword: 3D Texture Mapping

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State-of-the-art 3D GIS: System Development Perspectives

  • Kim, Kyong-Ho;Lee, Ki-Won;Lee, Jong-Hun;Yang, Young-Kyu
    • Proceedings of the KSRS Conference
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    • 1998.09a
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    • pp.153-158
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    • 1998
  • Since the mid-1990′s, researches on 3D GIS have been regarded as one of main issues both in the academic sites and commercial vendors; recently, some prototyped systems or the first versioned software systems of commercial basis are being reported and released. Unlike conventional 2D GIS, which consists in intelligent structured GIS or desktop GIS, every 3D GIS has its own distinguished features according to data structure-supporting capability, GIS-styled functionality, external database accessibility, interfacing extents with 2D GIS, 3D visualization/texture mapping ability, and so forth. In this study, technical aspects related to system development, SERI-Web3D GIS ver. 1.2, are explained. Main features in this revised 3D GIS can be summarized: 2-tier system model(client-server), VGFF(Virtual GIS File Format), internal GIS import, Feature manager(zoning, layering, visualization evironment), Scene manager(manage 3D geographic world), Scene editor, Spatial analyzer(Intersect, Buffering, Network analysis), VRML exporter. While, most other 3D GISes or cartographic mapping systems may be categorized into 3D visualization systems handling terrain height-field processing, 2D GIS extension modules, or 3D geometric feature generation system using orthophoto image: actually, these are eventually considered as several parts of "real 3D GIS". As well as these things, other components, especially web-based 3D GIS, are being implemented in this study: Surface/feature integration, Java/VRML linkage, Mesh/Grid problem, LOD(Level of Detail)/Tiling, Public access security problem, 3-tier architecture extension, Surface handling strategy for VRML.

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Virtual Campus Development using 3D GIS (3D GIS를 활용한 가상 캠퍼스 구현)

  • KSong, Sang-Hun;Jeong, Jong-Pil
    • KSCI Review
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    • v.14 no.2
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    • pp.147-152
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    • 2006
  • Data size of moving current GIS great exponentially from 2D to 3D and the processing speed becomes slow thereby and user's real time rendering request is growing. Have problem that time and expense to process data of bulky quantity produce constraint condition of the processing speed. third dimension processing skill, virtual reality processing skill etc. and third dimension GIS about space data of bulk much overmuch to materialize. In this paper DEM data that acquire from satellite or aviation solve these problem embody virtual city in web save topography information that visualization to 3D visualization by VRML, and use modelling tool and acquire 3D campus information for building and road. 3D information acquired this to express texture and natural gifts that have truth stuff more to thing through near texture mapping work 3D imagination illustration of web based embody can.

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A Study on the Application of 3D Digital Technology for Fashion Design (3D 디지털 기술을 활용한 패션 디자인 개발에 관한 연구)

  • Kim, Ji-Eon
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.45-58
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    • 2007
  • This study shows that clothes are made just the same as the real thing in the virtual space through 3D digital technology. This study is significant to expand the area of fashion design in the virtual space. This study analyzes the practical use of the third dimension computer graphics in the aspect of fashion, and it is proposed the 3D fashion design simulation in the virtual space used on 3D studio max, poser, photoshop program according to fashion design process. The main design concept is "temporary bridge" from rainbow. "Temporary bridge" is a rainbow bridge which connects nature, man and technology, and also the past, present, and future. This study is supposed six fashion design in accordance with three sub-theme under main concept by changing rotor and texture used on 3D simulation. The conclusion are as follows : First fashion design process, which consists of design conceptualization, design definition, and computer design process, composed of body modeling, clothing modeling, texture mapping, rendering by lighting and camera establishing are compared. Second, fashion design process is applied to digital technology. Third, the method of body modeling is both that of direct modeling in 3D Studio Max and that of importing DXF file from poser. And the method of direct clothing modeling in 3D Studio Max are two methods, polygon modeling and nurbs modeling. Polygon modeling is more satisfied than nurbs modeling in the aspect of expression to clothing and round face. Forth, this study applies textures and colors transformed by photoshop on manufactured 3D Clothes. According to this result, fashion designers are able to confirm a customer or client in their design minds viewing 3D simulation by various textures. colors and angles. It is able to advance digital fashion show in the future.

3D Digital Restoration of Traditional Wooden Building Using Parametric Modeling (Parametric 모델링 방식을 이용한 전통목조건축물의 3D 디지털 복원)

  • Lee, Kang-Hoon;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.12 no.8
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    • pp.1164-1171
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    • 2009
  • This paper proposes an efficient implementation way of traditional wooden building using Parametric modeling method which uses the relations of numerical value ratio between building materials. Building structures and order of construction for Geunjungjeon of Kyuungbok Palace is digitally implemented proving the efficiency of the suggested proposal. Although the existing digital modeling methods for traditional wooden building emphasize the exterior modeling of the building, our modeling method constructed numerous wooden materials and arranged those pieces orderly so that people can see the interior structures of the building which usually is beyond one's vision. The suggested Parametric modeling method, Multi-Object Texture Mapping, Physical Camera Restoration, and GI Renderer for implementing Geunjungjeon of Kyuungbok Palace can be practically used for digital implementation for other traditional wooden buildings.

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Geodesics-based Shape-preserving Mesh Parameterization (직선형 측지선에 기초한 원형보전형 메쉬 파라미터화)

  • 이혜영
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.7
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    • pp.414-420
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    • 2004
  • Among the desirable properties of a piecewise linear parameterization, guaranteeing a one-to-one mapping (i.e., no triangle flips in the parameter plane) is often sought. A one-to-one mapping is accomplished by non-negative coefficients in the affine transformation. In the Floater's method, the coefficients were computed after the 3D mesh was flattened by geodesic polar-mapping. But using this geodesic polar map introduces unnecessary local distortion. In this paper, a simple variant of the original shape-preserving mapping technique by Floater is introduced. A new simple method for calculating barycentric coordinates by using straightest geodesics is proposed. With this method, the non-negative coefficients are computed directly on the mesh, reducing the shape distortion introduced by the previously-used polar mapping. The parameterization is then found by solving a sparse linear system, and it provides a simple and visually-smooth piecewise linear mapping, without foldovers.

A Study on Improving the Reality of the Vehicle Simulator Based on the Virtual Reality (가상현실 기반의 차량 시뮬레이터의 현실감 향상에 관한 연구)

  • Choi Young-Il;Kwon Seong-Jin;Jang Suk;Kim Kyu-Hee;Cho Ki-Yong;Suh Myung-Won
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.8 s.227
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    • pp.1116-1124
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    • 2004
  • In these days, a vehicle simulator has been developed with a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with natural interaction, sufficient immersion and realistic images. In addition, a VR system must present a driver with the realistic driving situation. To achieve these, it is important to obtain a fast and uniform rendering performance regardless of the complexity of virtual worlds. In this paper, the factors to improve the reality for the VR based vehicle simulator have been investigated. For the purpose, the modeling and the rendering methods which offer an improved performance for complex VR applications as the 3D road model have been implemented and verified. Then, we experiment on the influence of graphic and sound factors to the driver, and analyze each result for improving the reality such as the driver's viewport, the form of texture, the lateral distance of the side object, and the sound effect. These factors are evaluated on the driving system which is constructed for qualitative analysis. The research results could be used for improving the reality of the VR based vehicle simulator.

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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Efficient Visualization Method for Large Volume Dataset using 3D Texture Mapping and Texture Coordinate Tweaking (3차원 텍스쳐 맵핑 및 텍스쳐 좌표 조작을 통한 대용량 볼륨 데이터의 효과적인 가시화 기법)

  • 이중연
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.652-654
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    • 2004
  • PC 그래픽스 하드웨어의 급격한 발전에 따라 과거 슈퍼컴퓨터 급에서나 가능하였던 대용량 데이터의 볼륨 렌더링을 일반 PC에서 수행하려는 시도가 계속되고 있다. 특히, PC 그래픽스 하드웨어의 꼭지점 및 픽셀 쉐이더는 기존의 고정된 그래픽스 파이프라인에서 벗어나 사용자가 렌더링 과정에 개입하여 프로그래밍을 할 수 있도록 하여 많은 각광을 받고 있다. 그러나 그래픽스 하드웨어의 텍스쳐 메모리의 크기보다 큰 볼륨 데이터의 가시화는 아직까지 충분히 빠르지 못하며 텍스쳐의 압축으로 인하여 영상 품질도 좋지 못하다. 본 논문에서는 이러한 그래픽스 하드웨어의 프로그래밍 기능 중 꼭지점 좌표 및 텍스쳐 좌프의 조작, 그리고 픽셀 쉐이더를 통한 퐁 쉐이딩 연산을 이용하여 그래픽스 하드웨어의 메모리 크기보다 큰 대용량 볼륨 데이터를 고품질로 가시화하였다.

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Design of an efficient hardware architecture supporting Direct3D texture mapping in mobile environment (Mobile 환경에서의 Direct3D 텍스쳐 매핑을 지원하는 효율적인 하드웨어 구조 설계)

  • 김상덕;이승기;박우찬;한탁돈
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.712-714
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    • 2002
  • 현재 3차원 컴퓨터 그래픽 가속기에서 텍스쳐 매핑과 같은 실감기법을 처리해 주기 위해서는 넓은 대역폭과 많은 메모리를 필요로 한다. 또한 PDA와 같은 차세대 mobile 응용분야에서는 점차적으로 3차원 그래픽의 지원이 요구되고 있는 추세이다. 이를 mobile 환경에서 지원하기 위해서는 낮은 소비 전력 및 적은 메모리, 그리고 하드웨어 비용 등의 제약 요건이 따른다. 그러나 이러한 제약 조건에도 불구하고, mobile 환경에 적합한 3차원 그래픽 하드웨어의 연구는 필수적이다. 본 논문에서는 Windows CE 기반의 mobile 환경에서 Direct3D의 압축 텍스쳐 데이터를 효율적으로 처리하는 하드웨어를 제시한다. 이는 1 cycle에 2개 texel을 처리할 수 있으며, 작은 2-level cache를 사용하여 대역폭을 효과적으로 줄였다.

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Photorealistic Building Modelling and Visualization in 3D GIS (3차원 GIS의 현실감 부여 빌딩 모델링 및 시각화에 관한 연구)

  • Song, Yong Hak;Sohn, Hong Gyoo;Yun, Kong Hyun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.2D
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    • pp.311-316
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    • 2006
  • Despite geospatial information systems are widely used in many different fields as a powerful tool for spatial analysis and decision-making, their capabilities to handle realistic 3-D urban environment are very limited. The objective of this work is to integrate the recent developments in 3-D modeling and visualization into GIS to enhance its 3-D capabilities. To achieve a photorealistic view, building models are collected from a pair of aerial stereo images. Roof and wall textures are respectively obtained from ortho-rectified aerial image and ground photography. This study is implemented by using ArcGIS as the work platform and ArcObjects and Visual Basic as development tools. Presented in this paper are 3-D geometric modeling and its data structure, texture creation and its association with the geometric model. As the results, photorealistic views of Purdue University campus are created and rendered with ArcScene.