• Title/Summary/Keyword: Octrees

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A Study on 3-D Object Recognition using Hierarchical Data Structure (계층적 데이터 구조를 이용한 3차원 물체인식에 관한 연구)

  • 우광방;김영일
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.27 no.6
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    • pp.851-860
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    • 1990
  • This paper presents a recognition method which interprets 3-D object in terms of several silhouettes of quadtree and octree. Object representation used in object matching should be invariant with respect to locatin and orientation of the object. Generalized octree is projected on to image plane along the principal axes. Regular octree is made from orthogonal directions, but generalized octree is independent to viewing directions. Recognition process is achieved in two-stage matching. The quadtrees and octrees of unknown object with minimum dissimilarities are matched with the quadtrees and octrees of the models. So as to verify efficiency of 3-D object representation and accuracy of object recognition, experiments are performed for 14 different type of geometrical models and its results have been shown.

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Construction of Octree for Depth Images using Optimal Quadtree (최적 4진 트리와 깊이 영상을 이용한 3차원 물체 표현 방법에 관한 연구)

  • Song, Yu-Jin;Hong, Min-Sug;Choi, Yun-Ho;Park, Sang-Hui
    • Proceedings of the KIEE Conference
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    • 1990.07a
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    • pp.55-59
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    • 1990
  • This study presents new algorithm for generating octree by volume intersection with pseudo-octrees which are constructed for each orthogonal face views in order to represent 3D objects exactly. In this algorithm, optimal quadtree is constructed for depth images in which distance information is represented in gray level, and then pseudo-octrees are constructed by using optimal quadtree in each orthogonal face view. It is shown that 3D object with concave parts can be reconstructed exactly by our suggested algorithm, and that memory space and tree construction time are also reduced compared with other algorithms.

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A Study on Octree Construction Algorithm for 3D Objects (3차원 물체에 대한 8진 트리 구성 알고리즘에 관한 연구)

  • 최윤호;송유진;홍민석;박상희
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.29B no.1
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    • pp.1-10
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    • 1992
  • This study presents a complete octree construction algorithm for 2D depth images obtained from orthogonal face views, which can represent 3D objects exactly. In constructing quadtree, optimal quadtree construction algorithm is applied to depth images for efficient use of memory and reduction of tree construction time. In addition, pseudo-octrees are constructed by using our proposed method, which construct pseudo-octrees according to the resolution value given in each node of constructed quadtree and mapping relation between quadrants and octants. Finally, a complete octree, which represents a 3D object, is constructed by volume intersection with each constructed pseudo-octree. The representation accuracy of a complete octree constructed by our algorithm is investigated by using a 3D display method and a volume ratio method for a complete octree.

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Interactive Visualization Technique for Adaptive Mesh Refinement Data Using Hierarchical Data Structures and Graphics Hardware (계층적 자료구조와 그래픽스 하드웨어를 이용한 적응적 메쉬 세분화 데이타의 대화식 가시화)

  • ;Chandrajit Bajaj
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.5_6
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    • pp.360-370
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    • 2004
  • Adaptive mesh refinement(AMR) is one of the popular computational simulation techniques used in various scientific and engineering fields. Although AMR data is organized in a hierarchical multi-resolution data structure, traditional volume visualization algorithms such as ray-casting and splatting cannot handle the form without converting it to a sophisticated data structure. In this paper, we present a hierarchical multi-resolution splatting technique using k-d trees and octrees for AMR data that is suitable for implementation on the latest consumer PC graphics hardware. We describe a graphical user interface to set transfer function and viewing / rendering parameters interactively. Experimental results obtained on a general purpose PC equipped with an nVIDIA GeForce3 card are presented to demonstrate that the proposed techniques can interactively render AMR data(over 20 frames per second). Our scheme can easily be applied to parallel rendering of time-varying AMR data.

Extended Light Buffers for Efficient Visibility Operations (효율적인 가시성 연산을 위한 확장된 광 버퍼)

  • Kim, Ja-Hee;Kwon, Bomjun;Kim, Dae Seoung;Shin, Sung Yong
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.2
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    • pp.1-9
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    • 1996
  • It is important issue to increase the efficiency of visibility operations in rendering since the most of rendering time is spent for performing visibility operations. In this paper, we present light buffers of area light sources, which provide efficient visibility operations from the sources. The light buffers are extended to support visibility operations not originated from the sources. We also explore their applications such as shadow generation, ray tracing and radiosity. Our experimental results show that the light buffers support more efficient visibility operations than the previously developed data structures including BSP trees, linear grids, and octrees.

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Adaptive mesh refinement/recovery strategy for FEA

  • Choi, Chang-Koon;Lee, Eun-Jin;Yu, Won-Jin
    • Structural Engineering and Mechanics
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    • v.17 no.3_4
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    • pp.379-391
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    • 2004
  • This paper deals with the development of h-version adaptive mesh refinement and recovery strategy using variable-node elements and its application to various engineering field problems with 2D quadrilateral and 3D hexahedral models. The variable-node elements which have variable mid-side nodes on edges or faces are effectively used in overcoming some problems in connecting the different layer patterns of the transition zone between the refined and coarse mesh. A modified recovery technique of gradients adequate for variable-node elements and proper selection of error norms for each engineering field problems are proposed. In the region in which the error is greater than the permissible refinement error, the mesh is locally refined by subdivision. Reversely, in some parts of the domain having the error smaller than the permissible recovery error, the mesh is locally recovered (coarsened) by combination. Hierarchical structures (e.g. quadtrees and octrees) and element-based storage structures are composed to perform this adaptive process of refinement and recovery. Some numerical examples of a 3D heat conduction analysis of the concrete with hydration heat and a 2D flow analysis of vortex shedding show effectiveness and validity of the proposed scheme.