• Title/Summary/Keyword: Bounding volume

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Bounding volume estimation algorithm for image-based 3D object reconstruction

  • Jang, Tae Young;Hwang, Sung Soo;Kim, Hee-Dong;Kim, Seong Dae
    • IEIE Transactions on Smart Processing and Computing
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    • v.3 no.2
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    • pp.59-64
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    • 2014
  • This paper presents a method for estimating the bounding volume for image-based 3D object reconstruction. The bounding volume of an object is a three-dimensional space where the object is expected to exist, and the size of the bounding volume strongly affects the resolution of the reconstructed geometry. Therefore, the size of a bounding volume should be as small as possible while it encloses an actual object. To this end, the proposed method uses a set of silhouettes of an object and generates a point cloud using a point filter. A bounding volume is then determined as the minimum sphere that encloses the point cloud. The experimental results show that the proposed method generates a bounding volume that encloses an actual object as small as possible.

An Efficient Collision Queries in Parallel Close Proximity Situations

  • Kim, Dae-Hyun;Choi, Han-Soo;Kim, Yeong-Dong
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2402-2406
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    • 2005
  • A collision query determines the intersection between given objects, and is used in computer-aided design and manufacturing, animation and simulation systems, and physically-based modeling. Bounding volume hierarchies are one of the simplest and most widely used data structures for performing collision detection on complex models. In this paper, we present hierarchy of oriented rounded bounding volume for fast proximity queries. Designing hierarchies of new bounding volumes, we use to combine multiple bounding volume types in a single hierarchy. The new bounding volume corresponds to geometric shape composed of a core primitive shape grown outward by some offset such as the Minkowski sum of rectangular box and a sphere shape. In the experiment of parallel close proximity, a number of benchmarks to measure the performance of the new bounding box and compare to that of other bounding volumes.

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Visibility based N-Body GPU Collision Detection (가시화 기반 N-body GPU 충돌 체크 방법)

  • Sung, Mankyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.400-403
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    • 2022
  • This paper propose a GPU-based N-body collision detection algorithm using LBVH (Linear Bounding Volume Hierarchy) technique. This algorithm introduces a new modified Morton code scheme where the codes use an information about how much each body takes a space in the screen space. This scheme improves the GPU sorting performance of the N-Body because it culls out invisible objects in natural manner. Through the experiments, we verifies that the proposed algorithms can have at least 15% performance improvement over the existing methods

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The Representation of 3-D Objects Using the Lattice-Structured Space Subdivision for the Simplification of the Inside Test in the Bounding Box (Bounding box의 Inside Test를 간단화시킨 격자형공간분할을 이용한 입체원형의 표현)

  • 김영일;조동익;최병욱
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.25 no.12
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    • pp.1633-1638
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    • 1988
  • This paper proposes the lattice-structured space subdivision method using bounding volume to reduce a great number of ray-surface intersection calculations in ray tracing algorithm for the computer graphics. We show that this method reduced 50%-70% calculations compard to pre-exist method by experiments.

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An Approach to 3D Object Localization Based on Monocular Vision

  • Jung, Sung-Hoon;Jang, Do-Won;Kim, Min-Hwan
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1658-1667
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    • 2008
  • Reconstruction of 3D objects from a single view image is generally an ill-posed problem because of the projection distortion. A monocular vision based 3D object localization method is proposed in this paper, which approximates an object on the ground to a simple bounding solid and works automatically without any prior information about the object. A spherical or cylindrical object determined based on a circularity measure is approximated to a bounding cylinder, while the other general free-shaped objects to a bounding box or a bounding cylinder appropriately. For a general object, its silhouette on the ground is first computed by back-projecting its projected image in image plane onto the ground plane and then a base rectangle on the ground is determined by using the intuition that touched parts of the object on the ground should appear at lower part of the silhouette. The base rectangle is adjusted and extended until a derived bounding box from it can enclose the general object sufficiently. Height of the bounding box is also determined enough to enclose the general object. When the general object looks like a round-shaped object, a bounding cylinder that encloses the bounding box minimally is selected instead of the bounding box. A bounding solid can be utilized to localize a 3D object on the ground and to roughly estimate its volume. Usefulness of our approach is presented with experimental results on real image objects and limitations of our approach are discussed.

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Editing Depression Features in Static CAD Models Using Selective Volume Decomposition (선택적 볼륨분해를 이용한 정적 CAD 모델의 함몰특징형상 수정)

  • Woo, Yoon-Hwan;Kang, Sang-Wook
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.3
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    • pp.178-186
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    • 2011
  • Static CAD models are the CAD models that do not have feature information and modeling history. These static models are generated by translating CAD models in a specific CAD system into neutral formats such as STEP and IGES. When a CAD model is translated into a neutral format, its precious feature information such as feature parameters and modeling history is lost. Once the feature information is lost, the advantage of feature based modeling is not valid any longer, and modification for the model is purely dependent on geometric and topological manipulations. However, the capabilities of the existing methods to modify static CAD models are limited, Direct modification methods such as tweaking can only handle the modifications that do not involve topological changes. There was also an approach to modify static CAD model by using volume decomposition. However, this approach was also limited to modifications of protrusion features. To address this problem, we extend the volume decomposition approach to handle not only protrusion features but also depression features in a static CAD model. This method first generates the model that contains the volume of depression feature using the bounding box of a static CAD model. The difference between the model and the bounding box is selectively decomposed into so called the feature volume and the base volume. A modification of depression feature is achieved by manipulating the feature volume of the static CAD model.

Graphic Simulation of Material Removal Process Using Bounding Box and Base Plane (기준평면과 경계상자를 이용한 NC 절삭과정의 그래픽 시뮬레이션)

  • 이철수;박광렬
    • Korean Journal of Computational Design and Engineering
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    • v.2 no.3
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    • pp.161-174
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    • 1997
  • In this paper, the techniques for graphic simulation of material removal process are described. The concepts of the bounding box and base plane are proposed. With these concepts, a real-time shaded display of a Z-map model being milled by a cutting tool following an NC path can be implemented very efficiently. The base planes make it possible to detect the visible face of Z-map model effectively. And the bounding box of tool sweep volume provides minimum area of screen to be updated. The proposed techniques are suitable for implementation in raster graphic device and need a few memories and a small amount of calculation. Proposed method is written in C and executable on MS-Windows95 and Window-NT.

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Comparison of Methods for Matching Corresponding Points of an Inter-Surface for Hull Plate Forming (곡면가공을 위한 곡면간 대응점 계산 방법 비교)

  • Kim, Chan Suk;Shin, Jong Gye
    • Journal of the Society of Naval Architects of Korea
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    • v.52 no.6
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    • pp.501-508
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    • 2015
  • Lately, much research on hull plate forming has been successful in improving productivity of the forming process. Those researches include forming methods, forming information, and automation. After forming each plate, the fabricated surface is compared with the corresponding designed surface. Two sets of data from the designed and fabricated surfaces are matched in order to complete the forming process. However, only a few papers deals with comparison of two surfaces. This paper presents a new matching method based on the bounding volume hierarchy (BVH). By comparing the conventional method, this new approach using BVH shows not only good agreement but also better advantages.

Fast Visualization of Soft Objects Using Interval Tree (인터벌트리를 이용한 소프트 물체의 빠른 가시화)

  • Min, Gyeong-Ha;Lee, In-Gwon;Park, Chan-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.1-9
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    • 2001
  • We present a scheme and a data structure that decompose the space into adaptive-sized cells to improve the visualization of soft objects. Soft objects are visualized through the evaluation of the field functions at every point of the space. According to the propsed scheme, the affecting soft objects for a point in the space is searched through the data structure called interval tree based on the bounding volume of the components, which represent a soft object whose defining primitive(skeleton) is a simple geometric object such as point or line segment. The bounding volume of each component is generated with respect to the radius of a local field function of the component, threshold value, and the relations between the components and other neighboring components. The proposed scheme can be used in many applications for soft objects such as modeling and rendering, especially in interactive modeling process.

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Acceleration of GPU-based Volume Rendering Using Vertex Splitting (정점분할을 이용한 GPU 기반 볼륨 렌더링의 가속 기법)

  • Yoo, Seong-Yeol;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.53-62
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    • 2012
  • Visualizing a volume dataset with ray-casting which of visualization methods provides high quality image. However it spends too much time for rendering because the size of volume data are huge. Recently, various researches have been proposed to accelerate GPU-based volume rendering to solve these problems. In this paper, we propose an efficient GPU-based empty space skipping to accelerate volume ray-casting using octree traversal. This method creates min-max octree and searches empty space using vertex splitting. It minimizes the bounding polyhedron by eliminating empty space found in the octree traveral step. The rendering results of our method are identical to those of previous GPU-based volume ray-casting, with the advantage of faster run-time because of using minimized bounding polyhedron.