• Title/Summary/Keyword: 3D computer modeling

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A Stduy of Design and Simulation for 3Dimension Fashion (3차원 의상 설계 시뮬레이션에 관한 연구)

  • Kim, Ju-Ri;Lee, Hyun-Chang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.23-26
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    • 2010
  • In this paper, we propose a new method for the design and implementation of a web-based 3D fashion shopping mall. Web 3D shopping mall is implemented by using a Web3D authoring tool, ISB, which provides easy mouse operation. 3D human models and cloth item model are designed by low polygon modeling method of 3D MAX. The designed 3D human models and cloth item model are exported to XML file. Finally, 3D human models and cloth item model are displayed and animated on the Web by using ActiveX control based on DirectX. We also implemented textile palette and mapped it to clothes model by using alpha blending during simulation.

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Design of STEAM Education Process applying 3D Printer for Computational Thinking

  • Kim, Woo Yeol
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.1
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    • pp.23-30
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    • 2018
  • Many practitioners in educational field, recently, are seeking to improve Computational Thinking through SW education. The purpose of this paper was, for promotion of SW education, to design the STEAM education process utilizing 3D printer. The project-based education process emphasized the cooperation in the process of producing common results and proposed a new STEAM education process. The designed products are expected to be used in the elementary school classes by linking with the camp and teacher training programs and the curriculum.

A study on Optimizing Mobile 3D Game Engine using JSR-184

  • Cho, Jong-Keun;Lee, Shin-Jun;Choo, Moon-Won
    • International Journal of Contents
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    • v.3 no.4
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    • pp.8-14
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    • 2007
  • This study focuses on modeling mobile 3D game engine and suggesting modified skinned-mesh schema based on JSR-184 in order to improve the performance in terms of memory consumption and time complexity. Most of the 3D games have used OpenGL-ES low-level APls, which may limit portability and fast developing time. Hence, the 3D mobile game engine providing high-level APls which works on GSM (Global System for Mobile Communication) phones on J2ME, is proposed here in order to optimize the performance for Java environment abiding JSR-184 standard. To prove performance enhancement, skinned-mesh schema on JSR-184 engine is modified and tested. The experimental results are shown.

Evaluation of Biodegradation in an Aquifer Contaminated with Petroleum Hydrocarbon

  • 이지훈;이진용;이강근
    • Proceedings of the Korean Society of Soil and Groundwater Environment Conference
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    • 2001.04a
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    • pp.120-123
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    • 2001
  • To evaluate the biodegradability of contaminants in an aquifer, computer modeling with RT3D model (Clement, 1997) was used. The RT3D model simulates the biodegradation of organic contaminants using a number of aerobic and anaerobic electron acceptors. The RT3D model was applied to a well-studied petroleum hydrocarbon plume in a shallow unconfined aquifer in Uiwang, Korea. The results of this study demonstrate tile importance of biodegradation processes in the monitored natural attenuation and in reducing contaminant concentrations in a shallow aquifer. The modeling results tell that the amount of electron acceptors is the key factor affecting biodegradation of TEX, the petroleum hydrocarbon contaminant in shallow groundwater

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A Conversion Process to IFC Files for Integrated Use of Open and Web-based BIM Quantities, Process, and Construction Costs in Civil Engineering

  • Lee, Jae-Hong;Hwang, Hee-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.11-23
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    • 2019
  • This paper designs and proposes a file conversion process to IFC file, the international standard file format for BIM, in order to ensure mutual compatability and manageability among users of commercial BIM modeling and design softwares in the civil engineering area. The proposed process insert additional properties consisting of the properties of quantity calculation codes and properties of CBS/OBS/WBS standard classification scheme, to the three dimensional object shape information of the converted IFC files, using add-in converters for commercial BIM modeling softwares. In addition, a process of integrated use of IFC files for open web-based quantity, process(4D), and construction cost(5D) management is additionally designed and implemented. Based on these works, the ultimate goal of this study is to propose a novel process for integrated use of open web-based quantity, process(4D), and construction cost(5D), from the design stage of BIM modeling to the final construction stage in the civil engineering area.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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Realistic Building Modeling from Sequences of Digital Images

  • Song, Jeong-Heon;Kim, Min-Suk;Han, Dong-Yeob;Kim, Yong-Il
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.516-516
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    • 2002
  • With the wide usage of LiDAR data and high-resolution satellite image, 3D modeling of buildings in urban areas has become an important research topic in the photogrammetry and computer vision field for many years. However the previous modeling has its limitations of merely texturing the image to the DSM surface of the study area and does not represent the relief of building surfaces. This study is focused on presenting a system of realistic 3D building modeling from consecutive stereo image sequences using digital camera. Generally when acquiring images through camera, various parameters such as zooming, focus, and attitude are necessary to extract accurate results, which in certain cases, some parameters have to be rectified. It is, however, not always possible or practical to precisely estimate or rectify the information of camera positions or attitudes. In this research, we constructed the collinearity condition of stereo images through extracting the distinctive points from stereo image sequence. In addition, we executed image matching with Graph Cut method, which has a very high accuracy. This system successfully performed the realistic modeling of building with a good visual quality. From the study, we concluded that 3D building modeling of city area could be acquired more realistically.

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Investigation of fresh concrete behavior under vibration using mass-spring model

  • Aktas, Gultekin
    • Structural Engineering and Mechanics
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    • v.57 no.3
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    • pp.425-439
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    • 2016
  • This paper deals with the behavior of fresh concrete that is under vibration using mass-spring model (MSM). To this end, behaviors of two different full scale precast concrete molds were investigated experimentally and theoretically. Experiments were performed under vibration with the use of a computer-based data acquisition system. Transducers were used to measure time-dependent lateral displacements at some points on mold while mold is empty and full of fresh concrete. Analytical modeling of molds used in experiments were prepared by three dimensional finite element method (3D FEM) using software. Modeling of full mold, using MSM, was made to solve the problem of dynamic interaction between fresh concrete and mold. Numerical displacement histories obtained from time history analysis were compared with experimental results. The comparisons show that the measured and computed results are compatible.

Towards 3D Modeling of Buildings using Mobile Augmented Reality and Aerial Photographs (모바일 증강 현실 및 항공사진을 이용한 건물의 3차원 모델링)

  • Kim, Se-Hwan;Ventura, Jonathan;Chang, Jae-Sik;Lee, Tae-Hee;Hollerer, Tobias
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.2
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    • pp.84-91
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    • 2009
  • This paper presents an online partial 3D modeling methodology that uses a mobile augmented reality system and aerial photographs, and a tracking methodology that compares the 3D model with a video image. Instead of relying on models which are created in advance, the system generates a 3D model for a real building on the fly by combining frontal and aerial views. A user's initial pose is estimated using an aerial photograph, which is retrieved from a database according to the user's GPS coordinates, and an inertial sensor which measures pitch. We detect edges of the rooftop based on Graph cut, and find edges and a corner of the bottom by minimizing the proposed cost function. To track the user's position and orientation in real-time, feature-based tracking is carried out based on salient points on the edges and the sides of a building the user is keeping in view. We implemented camera pose estimators using both a least squares estimator and an unscented Kalman filter (UKF). We evaluated the speed and accuracy of both approaches, and we demonstrated the usefulness of our computations as important building blocks for an Anywhere Augmentation scenario.

Volumetric Visualization using Depth Information of Stereo Images (스테레오 영상에서의 깊이정보를 이용한 3차원 입체화)

  • Lee, S.J.;Kim, J.H.;Lee, J.W.;Ahn, J.S.;Kim, H.S.;Lee, M.H.
    • Proceedings of the KIEE Conference
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    • 1999.11c
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    • pp.839-841
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    • 1999
  • This paper presents the method of 3D reconstruction of the depth information from the endoscopic stereo scopic images. After camera modeling to find camera parameters, we performed feature-point based stereo matching to find depth information. Acquired some depth information is finally 3D reconstructed using the NURBS(Non Uniform Rational B-Spline) algorithm. The final result image is helpful for the understanding of depth information visually.

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