• 제목/요약/키워드: 3D to 2D development

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The development of 42' 2D/3D switchable display

  • Kang, H.;Jang, M.K.;Kim, K.J.;Ahn, B.C.;Yeo, S.D.;Park, T.S.;Jang, J.W.;Lee, K.I.;Kim, S.T.
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2006년도 6th International Meeting on Information Display
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    • pp.1311-1313
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    • 2006
  • Stereoscopic/autostereoscopic systems have been developed in order to express true 3D images, but have never had great success in the practical use. In order to apply 3D display to promising applications such as advertisements and games, we've developed a 42" 2D/3D switchable display. It has characteristics that don't require special glasses for 3D images, use multi-view technology for improving 3D viewing characteristics, and has a 2D/3D switching function to express dynamic 3D contents as well as conventional 2D contents.

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The Development of 42' 2D/3D Switchable Display

  • Kang, Hoon;Jang, Mi-Kyoung;Kim, Kyeong-Jin;Ahn, Byung-Chul;Chung, In-Jae;Park, Tae-Soo;Chang, Jin-Wook;Lee, Kyoung-Il;Kim, Sung-Tae
    • Journal of Information Display
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    • 제8권1호
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    • pp.22-25
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    • 2007
  • Stereoscopic/autostereoscopic systems have been developed to express 3D images, but have not been successfully use in practise. In order to apply 3D display to promising applications such as advertisements and games, we developed a 42" 2D/3D switchable display. It has characteristics that do not require special glasses for 3D images, uses multi-view technology for improving 3D viewing characteristics, and has a 2D/3D switching function to express dynamic 3D contents as well as conventional 2D contents.

3D 동체 모형을 이용한 2D 전개 패턴 연구 (2D Flat Pattern Development Using Simplified 3D Torso Model)

  • 김명수;홍경희
    • 대한인간공학회지
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    • 제24권2호
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    • pp.85-91
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    • 2005
  • To understand the basic relationship between 3D curved surface model and 2D pattern, simplified torso model was generated by commercial CAD program (IDEAS). 3D torso model was then divided into different blocks and unfolded into a flat pattern as in ordinary works of clothing item design. As results, 2D pattern development of different part of 3D torso model was attempted and analyzed mathematically. It was found that different height, radius and tangent slope of 3D blocks resulted in different 2D pattern. The relationships between the shape parameters of 3D torso blocks and those of 2D patterns were analyzed using regression equations. Direct way of drawing a 2D pattern of corresponding 3D torso block was also illustrated for the convenience of pattern making using conventional measurements of upper/ lower radii and height of 3D torso block.

IFC 3차원 건축모델표준과 ISO/STEP AP202도면표준의 2차원 형상정보 연계방안 (Harmonization of IFC 3D Building Model Standards and ISO/STEP AP202 Drawing Standards for 2D Shape Data Representation)

  • 원지선;임경일;김성식
    • 한국CDE학회논문집
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    • 제11권6호
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    • pp.429-439
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    • 2006
  • The purpose of this study is to support the integration from current 2D drawing-based design to future 3D model-based design. In this paper, an important theme is the combination between the STEP-based 2D drawing standards (i.e., AP202) and the IFC-based 3D building model standards. To achieve the purpose, two methodologies are proposed as follows: the development of IFC extension model for the 2D shape data representation by harmonizing ISO/STEP AP202; and the development of mapping solution between IFC 2D extension model and KOSDIC by constructing the exchange scenario for 2D shape data representation. It is expected that the proposed IFC2X2 2D extension model and mapping solution will offer the basis of development of the integrated standards model in AEC industry.

복합 시설물의 nD 모델 호환을 위한 IFC 모델 확장개발 및 도면 생성 표현 체계에 관한 기초연구 (Development of IFC Model Extension and Drawing Representation Expression System for nD Model-Based Transposition of Complex Engineering Products and Services)

  • 김인한
    • 한국CDE학회논문집
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    • 제11권6호
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    • pp.393-402
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    • 2006
  • The purpose of this study is to develop mechanisms of nD model-based design by the combination of 2D drawing standards and 3D building models from the current 2D and text-based design. The aim of this study can be archived by defining the 2D model extension definitions for the IFC model development and harmonizing existing 2D standards. The paper examines 1) 3D Representation of Building Element and Building Services element, and 2D Model extension of IFC2X.2, 2) Basic development of additional 2D element that should be added to IFC model, and 3) mapping method between current 2D standard and IFC2.X2. Following this approach, the interoperability problem between 3D model and 2D drawing can be solved and finally an extended data model could be developed.

Triangle Simplification에 의한 3D 인체형상분할과 삼각조합방법에 의한 2D 패턴구성 (Method of 3D Body Surface Segmentation and 2D Pattern Development Using Triangle Simplification and Triangle Patch Arrangement)

  • 정연희;홍경희;김시조
    • 한국의류학회지
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    • 제29권9_10호
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    • pp.1359-1368
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    • 2005
  • When we develop the tight-fit 2D pattern from the 3D scan data, segmentation of the 3D scan data into several parts is necessary to make a curved surface into a flat plane. In this study, Garland's method of triangle simplification was adopted to reduce the number of data point without distorting the original shape. The Runge-Kutta method was applied to make triangular patch from the 3D surface in a 2D plane. We also explored the detailed arrangement method of small 2D patches to make a tight-fit pattern for a male body. As results, minimum triangle numbers in the simplification process and efficient arrangement methods of many pieces were suggested for the optimal 2D pattern development. Among four arrangement methods, a block method is faster and easier when dealing with the triangle patches of male's upper body. Anchoring neighboring vertices of blocks to make 2D pattern was observed to be a reasonable arrangement method to get even distribution of stress in a 2D plane.

3차원 게임 개발 사례: Dream3D 시범 컨텐츠 (A Development Case of 3D Game: Dream3D Prototype Game Contents)

  • 이헌주;박태준;김현빈
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 Ⅲ
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    • pp.1431-1434
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    • 2003
  • Computer game has become the core part of multimedia and entertainment in our knowledge and information based society We are competitive in developing 2D games. However, we have difficulties in maintaining the competitive edge in the area of 3D game technologies owing to the limited funds and technologies. Game engines are very useful to develop high-quality 3D games. In this paper, we discuss game engines and development of contents, and also present a development case of 3D games using Dream3D.

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3D 스캔을 이용한 사이클 동작 전후 체표 변화 고찰 및 2D 전개 패턴의 비교 (2D Pattern Development of Body Surface from 3D Human Scan Data Using Standing and Cycling Postures)

  • 정연희;이예진
    • 한국생활과학회지
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    • 제21권5호
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    • pp.975-988
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    • 2012
  • Although the pattern development for tight-fitting clothing has been carried out using 3D data on humans, the pattern development using 3D scan data obtained for various postures still remains an interesting subject. In this study, we have developed the 2D pattern using the 3D human body reflecting standing and cycling postures. The 3D scan data of a subject was obtained using Cyberware. 2C-AN program(Triangle simplification and the Runge-Kutta method) was used in the system to reduce the 3D scan data points and to make segmented triangular patches in a plane from 3D data. As results, surface distance and area of each body part of standing and cycling postures were also provided for the future application of the functional clothing construction. The area of center piece on the front (c.front) decreased by $106.45cm^2$(-13.08%) and that of lateral piece(s.back) on the back increased by $144.96cm^2$(18.69%) in the patterns of cycling posture. The girth of neck and waist for the cycling posture increased by 0.88cm (3.92%) and 1.56cm(4.40%) respectively, and the that of thigh decreased by 1.01cm(-2.24%). The differences between the area in the 2D pattern obtained from the 3D scan data and that in the 3D scan surface data for standing and cycling postures were very small($-10.34cm^2$(-0.32%) and $-44.33cm^2$(-1.32%)).

3D 레플리카를 이용한 여성용 밀착 상의의 패턴 전개 방법 (Development of a Fitted Bodice Pattern Using a 3D Replica of Women's Upper Body)

  • 이희란;홍경희
    • 한국의류학회지
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    • 제29권7호
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    • pp.1008-1017
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    • 2005
  • When we develop 2D pattern from replica of human body with small pieces, it is inevitable to have some replica pieces overlapped or departed. In this study, the optimized method of 2D pattern development from the 3D replica pieces was investigated using dress-form. Among six arrangement methods, anchoring two vertexes of a replica to neighboring vertexes of a next replica induces the optimized 2D pattern by evenly distributing stress across the 3D replica pieces. Anchoring neighboring vertexes resulted in automatic widening k overlapping (W & O) the interspaces among replicas of dress-form, thereby stress was distributed more evenly than any other method. W&O arrangement method was verified to be the best by examining the 3D space distribution images between body surface and twelve experimental garments.

3D 게임 모델링을 위한 Spline 특성 연구 (A Study for properties of Spline to 3D game modeling)

  • 조형익
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2012년도 춘계학술대회
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    • pp.433-436
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    • 2012
  • 오늘날 기술의 발전으로 인해 3D는 game graphic의 필수요소가 되었다. 3D를 사용하여 게임을 만들면 게임유저는 2D게임에 비해 실사와 구분이 안 되는, 멋진 그래픽의 game 을 즐길 수 있고, 각종 이펙트 및 특수효과를 효과적으로 구현할 수 있어 게임 개발하는데 있어서도 유리한 점이 많기 때문에 업계에서 3D Game이 자리 잡게 되었다. 본 논문에서는 3D 게임 그래픽을 만드는데 필요한 각종 3D modeling의 기본을 이루는 2D spline의 특징과 각각의 spline 종류의 장단점에 대해 비교 분석하고 그 발전사에 대해 알아보도록 하겠다.

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