• 제목/요약/키워드: Convex hull algorithm

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정반 배치용 블록 투영 형상 생성에 관한 연구 (A Study on the Generation of Block Projections for the Assembly Shops)

  • 유원선
    • 대한조선학회논문집
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    • 제51권3호
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    • pp.203-211
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    • 2014
  • To raise the industrial competitiveness in the field of ship-building, it is crucially important that the yard should use production facilities and working space effectively. Among the related works, the management of tremendous blocks' number, the limited area of assembly shops and inefficient personnel and facility management still need to be improved in terms of being exposed to a lot of problems. To settle down these conundrums, the various strategies of block arrangement on the assembly floors have been recently presented and in the results, have increasingly began to be utilized in practice. However, it is a wonder that the sampled or approximated block shapes which usually are standardized projections or the geometrically convex contour only have been prevailed until now. In this study, all parts including the panel, stiffeners, outer shells, and all kinds of outfitting equipment are first extracted using the Volume Primitive plug-in module from the ship customized CAD system and then, the presented system constructs a simpler and more compact ship data structure and finally generates the novel projected contours for the block arrangement system using the adaptive concave hull algorithm.

일반벽 터치 스크린의 손가락 터치 판별을 위한 그림자 정보의 사용 (Fingertip Touch Recognition using Shadow Information for General Wall Touch Screen)

  • 정현정;황태량;최용균;이석호
    • 한국멀티미디어학회논문지
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    • 제17권12호
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    • pp.1430-1436
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    • 2014
  • We propose an algorithm which detects the touch of the fingertip on a general wall using the shadow information. Nowadays, there is a demand for presentation systems which can perceive the presenter's action so that the presenter can use natural movements without extra interface hardware. One of the most fundamental techniques in this area is the detection of the fingertip and the recognition of the touch of the fingertip on the screen. The proposed algorithm recognizes the touch of the fingertip without using the depth information, and therefore needs no depth or touch sensing devices. The proposed method computes the convex hull points of both the fingertip and the shadow of the fingertip, and then computes the distance between those points to decide whether a touch event has occured. Using the proposed method, it is possible to develop a new projector device which can perceive a fingertip touch on a general wall.

AUTOMATIC GENERATION OF BUILDING FOOTPRINTS FROM AIRBORNE LIDAR DATA

  • Lee, Dong-Cheon;Jung, Hyung-Sup;Yom, Jae-Hong;Lim, Sae-Bom;Kim, Jung-Hyun
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2007년도 Proceedings of ISRS 2007
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    • pp.637-641
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    • 2007
  • Airborne LIDAR (Light Detection and Ranging) technology has reached a degree of the required accuracy in mapping professions, and advanced LIDAR systems are becoming increasingly common in the various fields of application. LiDAR data constitute an excellent source of information for reconstructing the Earth's surface due to capability of rapid and dense 3D spatial data acquisition with high accuracy. However, organizing the LIDAR data and extracting information from the data are difficult tasks because LIDAR data are composed of randomly distributed point clouds and do not provide sufficient semantic information. The main reason for this difficulty in processing LIDAR data is that the data provide only irregularly spaced point coordinates without topological and relational information among the points. This study introduces an efficient and robust method for automatic extraction of building footprints using airborne LIDAR data. The proposed method separates ground and non-ground data based on the histogram analysis and then rearranges the building boundary points using convex hull algorithm to extract building footprints. The method was implemented to LIDAR data of the heavily built-up area. Experimental results showed the feasibility and efficiency of the proposed method for automatic producing building layers of the large scale digital maps and 3D building reconstruction.

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A Simple Shortest Path Algorithm for L-visible Polygons

  • Kim, Soo-Hwan
    • Journal of information and communication convergence engineering
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    • 제8권1호
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    • pp.59-63
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    • 2010
  • The shortest path between two points inside a simple polygon P is a minimum-length path among all paths connecting them which don't pass by the exterior of P. A linear time algorithm for computing the shortest path in a general simple polygon requires triangulating a given polygon as preprocessing. The linear time triangulating is known to very complex to understand and implement it. It is also inefficient in case that the input without very large size is given because its time complexity has a big constant factor. Two points of a polygon P are said to be L-visible from each other if they can be joined by a simple chain of at most two rectilinear line segments contained in P completely. An L-visible polygon P is a polygon such that there is a point from which every point of P is L-visible. We present the customized optimal shortest path algorithm for an L-visible polygon. Our algorithm doesn't require triangulating as preprocessing and consists of simple procedures such as construction of convex hulls and operations for convex polygons, so it is easy to implement and runs very fast in linear time.

골재 크기와 분포 특성을 분석하기 위한 골재 인식 알고리즘 개발 (Development of Aggregate Recognition Algorithm for Analysis of Aggregate Size and Distribution Attributes)

  • 서명국;이호연
    • 드라이브 ㆍ 컨트롤
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    • 제19권3호
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    • pp.16-22
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    • 2022
  • Crushers are equipment that crush natural stones, to produce aggregates used at construction sites. As the crusher proceeds, the inner liner becomes worn, causing the size of the aggregate produced to gradually increase. The vision sensor-based aggregate analysis system analyzes the size and distribution of aggregates in production, in real time through image analysis. This study developed an algorithm that can segmentate aggregates in images in real time. using image preprocessing technology combining various filters and morphology techniques, and aggregate region characteristics such as convex hull and concave hull. We applied the developed algorithm to fine aggregate, intermediate aggregate, and thick aggregate images to verify their performance.

Development of Pose-Invariant Face Recognition System for Mobile Robot Applications

  • Lee, Tai-Gun;Park, Sung-Kee;Kim, Mun-Sang;Park, Mig-Non
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.783-788
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    • 2003
  • In this paper, we present a new approach to detect and recognize human face in the image from vision camera equipped on the mobile robot platform. Due to the mobility of camera platform, obtained facial image is small and pose-various. For this condition, new algorithm should cope with these constraints and can detect and recognize face in nearly real time. In detection step, ‘coarse to fine’ detection strategy is used. Firstly, region boundary including face is roughly located by dual ellipse templates of facial color and on this region, the locations of three main facial features- two eyes and mouth-are estimated. For this, simplified facial feature maps using characteristic chrominance are made out and candidate pixels are segmented as eye or mouth pixels group. These candidate facial features are verified whether the length and orientation of feature pairs are suitable for face geometry. In recognition step, pseudo-convex hull area of gray face image is defined which area includes feature triangle connecting two eyes and mouth. And random lattice line set are composed and laid on this convex hull area, and then 2D appearance of this area is represented. From these procedures, facial information of detected face is obtained and face DB images are similarly processed for each person class. Based on facial information of these areas, distance measure of match of lattice lines is calculated and face image is recognized using this measure as a classifier. This proposed detection and recognition algorithms overcome the constraints of previous approach [15], make real-time face detection and recognition possible, and guarantee the correct recognition irregardless of some pose variation of face. The usefulness at mobile robot application is demonstrated.

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Obstacles modeling method in cluttered environments using satellite images and its application to path planning for USV

  • Shi, Binghua;Su, Yixin;Zhang, Huajun;Liu, Jiawen;Wan, Lili
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제11권1호
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    • pp.202-210
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    • 2019
  • The obstacles modeling is a fundamental and significant issue for path planning and automatic navigation of Unmanned Surface Vehicle (USV). In this study, we propose a novel obstacles modeling method based on high resolution satellite images. It involves two main steps: extraction of obstacle features and construction of convex hulls. To extract the obstacle features, a series of operations such as sea-land segmentation, obstacles details enhancement, and morphological transformations are applied. Furthermore, an efficient algorithm is proposed to mask the obstacles into convex hulls, which mainly includes the cluster analysis of obstacles area and the determination rules of edge points. Experimental results demonstrate that the models achieved by the proposed method and the manual have high similarity. As an application, the model is used to find the optimal path for USV. The study shows that the obstacles modeling method is feasible, and it can be applied to USV path planning.

볼록 껍질 알고리즘을 이용한 등부표 위치패턴 최적화 기간 연구 (A Study on the Optimization Period of Light Buoy Location Patterns Using the Convex Hull Algorithm)

  • 최원진;문범식;송재욱;김영진
    • 한국항해항만학회지
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    • 제48권3호
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    • pp.164-170
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    • 2024
  • 등부표는 해상에 부유하는 구조물로, 해양 기상 등 외력에 의해 표류하여 위치가 고정되어 있지 않고 이동하므로 등부표의 유실 또는 위치 이탈을 감시하는 것이 필요하다. 이에 해양수산부는 등부표의 과거 위치 데이터를 기반으로 등부표별 위치패턴을 분석하여 등부표의 위치 이탈에 대한 경보를 제공하고자 한다. 하지만, 매 2년 주기로 실시되는 인양점검에 의해 등부표의 위치패턴이 변화하므로, 인양점검 후 새로운 위치패턴을 분석하여 위치를 감시하는 것이 필요하다. 본 연구에서는 볼록 껍질 알고리즘과 거리 기반 군집 알고리즘을 사용하여 다양한 기간 동안의 등부표 위치 데이터를 분석하였다. 또한, 등부표의 정확한 위치패턴 인식을 위한 최적의 데이터 수집 기간을 식별하였다. 연구 결과, 안정적인 위치패턴을 확립하는 최적의 데이터 수집기간은 9주이며, 위치 데이터의 약 89.8%를 설명할 수 있는 것으로 나타났다. 본 연구 결과는 위치패턴 기반 등부표 관리 기능을 향상하는 데 활용될 수 있으며, 효과적인 모니터링과 등부표 위치 이탈 여부의 조기 감지에 기여할 것으로 기대한다.

Douglas-Peucker 단순화 알고리듬 개선에 관한 연구 (A Study on The Improvement of Douglas-Peucker's Polyline Simplification Algorithm)

  • 황철수
    • 한국측량학회지
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    • 제17권2호
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    • pp.117-128
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    • 1999
  • Douglas-Peucker 알고리듬의 원리를 충실하게 반영한 단순 tree 구조의 단순화 기법은 단순화 지표가 실제 계층적 자료구조에 명확히 내재되는 장점을 갖는다. 그러나 단순 tree 방법은 단순화 지표의 계층성이 항상 보장되지 못할 가능성을 안고 있다. 그것은 Douglas-Peucker 알고리듬의 원리가 선형 사상의 국지적 특성을 충실하게 반영하지 못하는 전역적 기법이기 때문이다. 본 연구에서는 이러한 계층적 오류를 극복하기 위해 볼록다각형 탐색기법을 활용하여 형태적 대표점을 찾아 이를 기초로 계층적 자료구조를 갖는 단순화 기법 (CALS)을 구현하였다. CALS에 의한 방법은 단순 tree 방법에서 발생한 중상위 계층의 오류를 보정하는 효과가 있기 때문에 단순 tree 구조에 비해 단순화의 공간적 정확도를 향상시킨다.

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인크리먼털 컨벡스 헐 알고리즘을 이용한 래디오시티 렌더링 시스템 구현 (Radiosity Rendering System Implementation using Incremental Convex Hull Algorithm)

  • 김종용;최성희;송주환;최임석;권오봉
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 1999년도 가을 학술발표논문집 Vol.26 No.2 (2)
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    • pp.562-564
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    • 1999
  • 래디오시티 렌더링 시스템에 적합한 모델링을 하는데 있어서 수작업을 비롯한 기존의 여러 방법을 적용해 본 결과, 제작하고자 하는 환경 설정에 많은 어려움을 겪었다. 본 논문은 이러한 문제를 해결하기 위해, 인크리먼털 컨벡스 헐 모델링 기법을 응용하여 시스템을 개발하였다. 이 시스템은 기본 데이터 정보를 입력하면 자동적으로 패치와 엘리먼트가 생성되는 프로그램으로, 물체가 많은 환경이나 곡면을 비교적 쉽고, 고속으로 표현할 수 있었다. 그리고 인크리먼털 컨벡스 헐 알고리즘으로 생성된 환경에, 폼 팩터의 대표적인 세 가지 알고리즘들을 비교.평가 해본 결과 Cubic-Tetrahedron 알고리즘이 가장 효율적이었음을 알 수 있었다.

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