• Title/Summary/Keyword: Bounding volume

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A Study on Octree Conversion Algorithm from Boundary Representation (경계선 표현에 대한 8진 트리변환 방법에 관한 연구)

  • 최윤호;김재현;박상희
    • The Transactions of the Korean Institute of Electrical Engineers
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    • v.41 no.8
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    • pp.922-931
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    • 1992
  • This paper presents an efficient algorithm for converting the boundary representation of a polyhedron to its corresponding octree representation which is convenient for detecting intersection between objects. In order to determine the states of octants efficiently and quickly, our algorithm consists of three basic processes which use the bounding box, the infinite plane and the projection. In our conversion algorithm, the states of octants are determined by performing one of these three processes according to the intersecting pattern of an octant with a polyhedron, instead of by performing only a face-to-face intersection test repeatedly. In particular, states of 8 suboctants are determined completely by performing the process using only the infinite plane, when the given octant is intersected with only a patch of the polyhedron. Finally, by using a 3D display method and a volume ratio method, it is confirmed that the octree converted by out algorithm is accurate. It is also confirmed that the conversion time is reduced in our algorithm.

Volume Detection from Indoor Spherical Panorama Point Cloud (실내 구면 파노라마 점군으로부터의 볼륨 검출)

  • Kim, Ki-Sik;Park, Jong-Seung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.560-563
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    • 2021
  • 본 논문에서는 사각형 실내 공간에서 점군 데이터를 기반으로 빠르고 정확하게 바닥, 천장, 벽면에 대한 평면 정보를 획득할 수 있는 시스템을 제안한다. 기존의 방법은 관측되지 않은 공간에 대한 평면을 예측할 수 없으며, 노이즈에 취약하고, 모든 점에 대한 기저 정보를 알아야하기 때문에 많은 연산량을 요구한다. 제안 방법은 기존의 평면 검출 방식에서 벗어나 Bounding Box 형상을 예측하는 기술을 활용한다. 또한, 제안 시스템은 구면 파노라마 비디오를 기반으로 적은 수의 프레임으로도 빠르게 실시간 점군 데이터를 확장해나간다. 제안 방법은 실험을 통해 기존의 방법보다 월등히 빠르고, 노이즈 등 환경 제약 요소에 강건함을 보인다.

Fast Self-Collision Handling in Cloth Simulations Using GPU-based Optimized BVH and R-Triangle (GPU 기반의 최적화된 BVH와 R-Triangle을 이용한 옷감 시뮬레이션에서의 빠른 자기충돌 처리)

  • Moon, Seong-Hyeok;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.373-376
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    • 2022
  • 본 논문에서는 삼각형 메쉬 기반에서 옷감 시뮬레이션(Cloth simulation)에서 계산양이 큰 자기충돌(Self-collision) 처리를 GPU기반으로 가속화시킬 수 있는 방법에 대해 소개한다. CUDA기반으로 병렬 최적화하기 위해 본 논문에서는 1)재귀적으로 계산하여 충돌판정을 하는 BVH(Bounding volume hierarchy) 트리를 GPU기반에서 효율적으로 빌드, 업데이트, 트리 순회하는 방법을 제안하고, 2)삼각형 메쉬 기반에서는 중복되는 프리미티브(Primitive) 충돌검사를 최소화하기 위해 R-Triangle기법을 GPU에서 최적화 시키는 방법을 소개한다. 결과적으로 본 논문에서 제안하는 기법은 GPU 환경에서 옷감 시뮬레이션의 자기충돌과 객체충돌 처리를 빠르고 효율적으로 처리할 수 있도록 하였고, 다양한 장면에서 실험한 결과 모든 결과에서 빠른 시뮬레이션 결과를 얻을 수 있었다.

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A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.

The Stress -Strain Behavior of Asan Marine Soil (아산만 해성토의 응력 -변형률 거동)

  • Hong, Chang-Su;Jeong, Sang-Seom;Kim, Su-Il
    • Geotechnical Engineering
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    • v.12 no.5
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    • pp.17-26
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    • 1996
  • The undrained behavior of Asan marine soil was investigated by using an automated triaxial testing device. The stress-strain behavior at the preand postfailure state of marine soil under undrained compression and eatension conditions was compared with the behavior of pure silt, pure clay and the overall behavior of Asan marine soil was predicted with the modified Camflay model and the bounding surface model. The marine soil sampled in Asan bay area was clayey silts with 70oA silt-30% clay content and the testing samples were prepared in both undisturbed and remolded conditions. All samples are normally consolidated with 400 kPa of effective mean confining pressure and each sample is unloaded to 200, 100, 67 kPa, respectively. And then the shear test was performed with different confining pressure. According to experimental results, there exists an unique failure line whose slope is lower than silt's and higher than clay's. It is identified that the undrained shear strength of normally consolidated samples increases after crossing the phase transformation line because of volume dilation tendency which is not seen in clay. Overconsolidated samples show different soil behavior compared with pure silt due to its tendency of change in volume. It is also found that the overall behavior of Asan marine soil cannot be predicted precisely with the modified Cam-clay model and the bounding surface model.

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Feature Recognition for Digitizing Path Generation in Reverse Engineering (역공학에서 측정경로생성을 위한 특징형상 인식)

  • Kim Seung Hyun;Kim Jae Hyun;Park Jung Whan;Ko Tae Jo
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.12
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    • pp.100-108
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    • 2004
  • In reverse engineering, data acquisition methodology can generally be categorized into contacting and non-contacting types. Recently, researches on hybrid or sensor fusion of the two types have been increasing. In addition, efficient construction of a geometric model from the measurement data is required, where considerable amount of user interaction to classify and localize regions of interest is inevitable. Our research focuses on the classification of each bounded region into a pre-defined feature shape fer a hybrid measuring scheme, where the overall procedures are described as fellows. Firstly, the physical model is digitized by a non-contacting laser scanner which rapidly provides cloud-of-points data. Secondly, the overall digitized data are approximated to a z-map model. Each bounding curve of a region of interest (featured area) can be 1.aced out based on our previous research. Then each confined area is systematically classified into one of the pre-defined feature types such as floor, wall, strip or volume, followed by a more accurate measuring step via a contacting probe. Assigned to each feature is a specific digitizing path topology which may reflect its own geometric character. The research can play an important role in minimizing user interaction at the stage of digitizing path planning.

A Study on Improved Split Algorithms for Moving Object Trajectories in Limited Storage Space (한정된 저장 공간상에서 이동 객체 궤적들에 대한 개선된 분할 알고리즘에 관한 연구)

  • Park, Ju-Hyun;Cho, Woo-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.9
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    • pp.2057-2064
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    • 2010
  • With the development of wireless network technology, the location information of a spatiotemporal object which changes their location is used in various application. Each spatiotemporal object has many location information, hence it is inefficient to search all trajectory information of spatiotemporal objects for a range query. In this paper, we propose an efficient method which divides a trajectory and stores its division data on restricted storage space. Using suboptimal split algorithm, an extended split algorithm that minimizes the volume of EMBRs(Extended Minimum Bounding Box) is designed and simulated. Our experimental evaluation confirms the effectiveness and efficiency of our proposed splitting policy

LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object (LOD(Level-of-detail)이용한 3D객체의 동적 계층의 충돌 검사 성능 향상)

  • Lee, Chun-Ho;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.963-968
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    • 2007
  • In this paper introduce Standard 3D object(Bounding-Volume). In 3D game very efficient control algorithm Using collision detection which controls the convenient of a game based on Standard 3D object specially collision-detection. This algorithm is designed LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object.

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Design Support Based on 3D-CAD System using functional Space Surrounding Design Object (설계대상물의 외부공간을 이용한 3차원 CAD 시스템에 의한 설계지원)

  • Nahm, Yoon-Eui;Ishikawa, Haruo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.32 no.1
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    • pp.102-110
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    • 2009
  • Concurrent Engineering(CE) has presented new possibilities for successful product development by incorporating various product life-cycle functions from the earlier stage of design. In the product design, geometric representation is vital not only in its traditional role as a means of communicating design information but also in its role as a means of externalizing designer's thought process by visualizing the design product. During the last dozens of years, there has been extraordinary development of computer-aided tools intended to generate, present or communicate 3D models. However, there has not been comparable progress in the development of 3D-CAD systems intended to represent and manipulate a variety of product life-cycle information in a consistent manner. This paper proposes a novel concept, Minus Volume (MV), to incorporate various design information relevant to product lift-cycle functions. MV is a functional shape that is extracted from a design object within a bounding box. A prototype 3D-CAD system is implemented based on the MV concept and illustrated with the successful implementation of concurrent design and manufacturing.

A Study on Efficient Split Algorithms for Single Moving Object Trajectory (단일 이동 객체 궤적에 대한 효율적인 분할 알고리즘에 관한 연구)

  • Park, Ju-Hyun;Cho, Woo-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.10
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    • pp.2188-2194
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    • 2011
  • With the development of wireless network technology, Storing the location information of a spatiotemporal object was very necessary. Each spatiotemporal object has many unnecessariness location information, hence it is inefficient to search all trajectory information of spatiotemporal objects. In this paper, we propose an efficient method which increase searching efficiency. Using EMBR(Extend Minimun Bounding Rectangle), an LinearMarge split algorithm that minimizes the volume of MBRs is designed and simulated. Our experimental evaluation confirms the effectiveness and efficiency of our proposed splitting policy.