• Title/Summary/Keyword: LOD (Level of Detail)

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LOD(Level of Detail) Model for Utilization of Indoor Spatial Data (실내 공간정보 활용을 위한 세밀도 모델)

  • Kang, Hye Young;Nam, Sang Kwan;Hwang, Jung Rae;Lee, Ji Yeong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.6
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    • pp.545-554
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    • 2018
  • As the map paradigm shifts from analog to digital, the LOD (Level Of Detail) of spatial information needs to be redefined. In this study, we propose 4- dimensional indoor LOD model which can be used in digital map environment. For this purpose, the limitation of the previous research is derived through study of related works, and based on this, four different LODs are defined such PLOD (Position accuracy LOD) based on position accuracy, GLOD (Geometric LOD) based on shape representation, CLOD (Complete LOD) based on generalization, and SLOD (Semantic LOD) based on theme accuracy. In addition, we describe the relationships among the four different LODs, and explain how to express the indoor LOD using the four different LODs and show examples. In the future, the case studies of indoor LOD adoption for various indoor services and the study of method for applying CLOD and SLOD to each feature should be performed to verify the feasibility and validity of proposed indoor LOD.

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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Prediction Based Dynamic Level of Detail in Flight Simulator (항공시뮬레이터에서 예측 기반의 동적 LOD 적용방안)

  • Kim, DongJin;Lim, Juho;Kim, Ki-Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1363-1368
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    • 2016
  • Fast rendering speed is one of key functions to provide realistic scenes in flight simulator. However, since flight simulator mostly operates with high volume terrain data, rendering speed is reduced and changed very rapidly when it handles file containing too much vertexs. So, previous schemes make use of Level of Details (LOD) scheme to prevent this problem. But, since LOD is applied after the large number of vertexs are detected, transition between scenes is not completely smooth. To solve this problem, in this paper, we propose a new dynamic LOD scheme which controls LOD level in advance through prediction of vertex overload. To verify the proposed scheme, we implement the proposed scheme in our flight simulation through OpenSceneGraph(OSG) and identify the reduced number of vertexs and enhanced Frame Per Second (FPS) by comparing real data with predicted one.

A Study on Saliency-based Stroke LOD for Painterly Rendering (회화적 렌더링을 위한 세일리언시 기반의 스트로크 단계별 세부묘사 제어에 관한 연구)

  • Lee, Ho-Chang;Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.36 no.3
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    • pp.199-209
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    • 2009
  • In this paper, we suggest a stroke level of detail (LOD) based on a saliency density. On painter]y rendering, the stroke LOD has an advantage of making the observer concentrate on the main object and improving accuracy of expression. For the stroke LOD, it is necessary to classify the detailed and abstracted area. We divide the area on the basis of saliency distribution and the level of detailed expression is controlled based on the saliency information. 'We define that the area of which the saliency distribution is high is a major subject that an artist tries to express, it is described in detail. The area of which the saliency distribution is low is abstractly described. Each divided area has the abstraction level. And by adapting the brushes of which sizes are appropriate to each level, it is possible to express the area which needs to be expressed in details from the one which needs to be expressed abstractly.

Establishing Required LOD and Positioning Accuracy for Indoor Spatial Information Applications in Public Administrative Works

  • Park, Junho;Lee, Jiyeong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.35 no.2
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    • pp.103-112
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    • 2017
  • Due to the large size and high complexity of modern buildings, the interest and the studies about indoor spatial information are increasing. Previous studies related to indoor spatial information were mostly about relevant technologies, and the application of indoor spatial information has been less studied. In the present study, the public administrative work areas where indoor spatial information may be applied were identified by using a modified delphi technique. And the indoor LOD (Level of Detail) and indoor positioning accuracy for indoor spatial information applications considering user requirements was established as standards for efficiently establishing and providing services. The required LOD and positioning accuracy for services was established by reestablishing indoor LOD and positioning accuracy and classifying services with reference to those. The indoor LOD was reestablished from LOD 0 to 4 by focusing on service utilization and general recognition, and the positioning accuracy was reestablished in three levels by considering the accuracy of the present positioning technology and service utilization status.

Detailed-information Browsing Technology based on Level of Detail for 3D Cultural Asset Data (3D 문화재 데이터의 LOD 기반 상세정보 브라우징 기술)

  • Jung, Jung-Il;Cho, Jin-Soo;WhangBo, Tae-Keun
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.110-121
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    • 2009
  • In this paper, we propose the new method that offer detailed-information through relax the system memory limitation about 3D model to user. That method based on making LOD(Level of Detail) model from huge 3D data of structure cultural assets. In our method as transformed AOSP algorithm, first of all it create the hierarchical structure space about 3D data, and create the LOD model by surface simplification. Then it extract the ROI(Region of Interest) of user in simplified LOD model, and then do rendering by original model and same surface detailed-information after process the local detailed in extracted region. To evaluate the proposed method, we have some experiment by using the precise 3D scan data of structure cultural assets. Our method can offer the detailed-information same as exist method, and moreover 45% reduced consumption of memory experimentally by forming mesh structure same as ROI of simplified LOD model. So we can check the huge structure cultural assets particularly in general computer environment.

Wavelet-Based Level-of-Detail Representation of 3D Objects (웨이브릿 기반의 3차원 물체 LOD 표현)

  • Lee, Ha-Sup;Yang, Hyun-Seung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.4
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    • pp.185-191
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    • 2002
  • In this paper, we propose a 3D object LOD(Level of Detail) modeling system that constructs a mesh from range images and generates the mesh of various LOD using the wavelet transform. In the initial mesh generation, we use the marching cube algorithm. We modify the original algorithm to apply it to construct the mesh from multiple range images efficiently. To get the base mesh we use the decimation algorithm which simplifies a mesh with preserving the topology Finally, when reconstructing new mesh which is similar to initial mesh we calculate the wavelet coefficients by using the wavelet transform. We solve the critical problem of wavelet-based methods - the surface crease problem (1) - by using the mesh simplification as the base mesh generation method.

Level of Detail (LOD) for Building Energy Conservation Measures (ECMs) (건물 에너지 절감조치의 시뮬레이션 모델링 상세수준)

  • Kim, Sean Hay
    • KIEAE Journal
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    • v.15 no.6
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    • pp.69-80
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    • 2015
  • Purpose: Since most simulation programs take the interface that lists up all the input variables representing all the functionalities, users must know where design variables of an Energy Conservation Measure (ECM) are located and also know what values are appropriate. This is why practitioner designers feel frustrated when they attempt to use simulation. The final objective of this study is to provide a building energy modeling guideline for practitioners in various fields such as architectural design and MEP. Method: As the first step of the modeling guideline, this study provides the Level of Detail (LOD) for simulation modeling of primary ECMs considering the design information available in each design phase. It is prepared by literature review, simulation functionality investigation, and field experts' survey. Result: The proposed simulation LOD offers a milestone at each design phases concerning what design variable and attributes need to be developed with how much of details in order to meet the project goal. Also each design team can set up a simulation usecase considering organizational characteristics based on the proposed LOD.

Point Cloud Data Driven Level of detail Generation in Low Level GPU Devices (Low Level GPU에서 Point Cloud를 이용한 Level of detail 생성에 대한 연구)

  • Kam, JungWon;Gu, BonWoo;Jin, KyoHong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.6
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    • pp.542-553
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    • 2020
  • Virtual world and simulation need large scale map rendering. However, rendering too many vertices is a computationally complex and time-consuming process. Some game development companies have developed 3D LOD objects for high-speed rendering based on distance between camera and 3D object. Terrain physics simulation researchers need a way to recognize the original object shape from 3D LOD objects. In this paper, we proposed simply automatic LOD framework using point cloud data (PCD). This PCD was created using a 6-direct orthographic ray. Various experiments are performed to validate the effectiveness of the proposed method. We hope the proposed automatic LOD generation framework can play an important role in game development and terrain physic simulation.

LOD Representation for the Realtime Simulation of Flocking Objects (군집행동개체의 실시간 애니메이션을 위한 단계별 상세화 표현)

  • Cho S.H.;Chai Y.H.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.5
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    • pp.339-348
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    • 2005
  • In this paper, LOD (Level Of Detail) for flocking, which is the real-time simulation on the movement or some groups such as fighting soldiers, moving fishes and flying birds, is presented. And a flocking LOD algorithm that uses factors such as the speed of fish, direction, and shape is proposed. Model data is modified for LOD in advance, so as to reduce strange edge collapse and unwanted holes. The errors of model data were identified by transforming polygonal model into octree-based cubes and revised before rendering. Experimental results show that the proposed algorithm considering flocking characteristics shows fast frame rates as compared with the conventional continuous LOD algorithm.