• Title/Summary/Keyword: 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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    • 2006.08a
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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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    • v.8 no.1
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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.

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

  • Kim, Myoung-Su;Hong, Kyung-Hi
    • Journal of the Ergonomics Society of Korea
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    • v.24 no.2
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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.

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

  • Won, Ji-Sun;Lim, Kyoung-Il;Kim, Seong-Sig
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.6
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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.

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

  • Kim, In-Han
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.6
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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.

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

  • Jeong, Yeon-Hee;Hong, Kyung-Hi;Kim, See-Jo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.9_10 s.146
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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.

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

  • 이헌주;박태준;김현빈
    • Proceedings of the IEEK Conference
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    • 2003.07d
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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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2D Pattern Development of Body Surface from 3D Human Scan Data Using Standing and Cycling Postures (3D 스캔을 이용한 사이클 동작 전후 체표 변화 고찰 및 2D 전개 패턴의 비교)

  • Jeong, Yeonhee;Lee, Yejin
    • Korean Journal of Human Ecology
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    • v.21 no.5
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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%)).

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

  • Lee, Hee-Ran;Hong, Kyung-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.7 s.144
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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.

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

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.433-436
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    • 2012
  • Today due to the development of technology, 3D graphics have become an essential element of the game graphic. When game companies create a game using 3D graphics, game users can enjoy a better game graphics like photo-realistic live action than 2D game graphics. And because the game companies have many advantages in creating games which are easy to deal with many basic effects and special effects, in video game business field, 3D game have become the mainstream. This paper will inquire the characteristics of 2D spline which is basic to various kinds of 3D modeling necessary to making 3D game graphics, compare and analyze the merits and demerits of each kind of spline and find out its development history.

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