• 제목/요약/키워드: Sculpt

검색결과 11건 처리시간 0.025초

Wax-up으로 조각한 치관과 CAD로 설계한 치관의 형태 비교 (Shape comparison of Wax-up carved crown and CAD-designed crown)

  • 김갑진
    • 대한치과기공학회지
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    • 제39권2호
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    • pp.93-99
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    • 2017
  • Purpose: With the development of digital dental technology, we are manufacturing prosthetic crown in various ways. However, the wax-up method that makes existing prosthetic crown is also used steadily. Thus, we will compare the shape of the crown designed with wax-up and the crown designed with CAD. Methods: Sculpt the crown with wax-up on the model to 10 dental technicians. The same model was used to design the crown CAD. Measure the size of the sculpted crown. The shapes were compared in three dimensions. Results: As a result, we could observe a difference in size and shape in crown designed with wax - up crown and crown. Conclusion: These results suggest that there are differences according to the method of carving crown and the method of processing.

고효율 태양전지 제작을 위한 레이저 텍스쳐링 연구 (Study on laser texturing process for fabrication of high efficiency solar cell)

  • 고지수;정한욱;공대영;이원백;김광열;신성욱;박홍진;최병덕
    • 한국신재생에너지학회:학술대회논문집
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    • 한국신재생에너지학회 2009년도 춘계학술대회 논문집
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    • pp.143-146
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    • 2009
  • One of the most important issues of crystalline silicon solar cell is minimizing reflectance at the surface. Laser texturing is an isotropic process that will sculpt the surface of a silicon wafer, regardless of its crystallographic orientation. We investigated surface texturing process using Nd-YAG laser ($\lambda$=1064 nm) on multi-crystalline silicon wafer. Removal of slag formed after the laser process was performed using acid solution (HF : $HNO_3$ : $CH_3COOH$ : DI water). The reflectance and carrier lifetime of the samples were measured and analyzed using UV-Vis spectrophotometer and carrier lifetime tester. It was found that the minimum reflectance of the samples was 16.39% and maximum carrier life time was $21.8\;{\mu}s$.

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Sketch-based Solid Prototype Modeling System with Dual Data Structure of Point-set Surfaces and Voxels

  • Takeuchi, Ryota;Watanabe, Taichi;Yamakawa, Soji
    • International Journal of CAD/CAM
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    • 제11권1호
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    • pp.18-26
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    • 2011
  • This paper proposes a new solid-shape modeling system based on a lusterware-image illustration. The proposed method reconstructs a three dimensional solid shape from a set of rough sketches that are typically drawn in the early stages of the design process. The sketches do not have to be strictly accurate, and this tolerance to the roughness of the input sketches is one of the major advantages of the proposed method. The proposed system creates an initial shape based on the silhouette of the input lusterware-images. Then the user can edit the initial shape with intuitive cutting and dishing-up operations, which are based on sketching user interface. To achieve the goal, the system retains the geometric model with two representations: a point-set data and a volume data. This dual data structure allows the program to create an initial shape from the input images with little computational cost, and the user can apply cutting and dishing-up operations without substantially increasing computational and memory requirements. In this research, we have tested the proposed system by reconstructing solid models of some mechanical parts from rough sketches. The experimental results indicate that the proposed method is useful for the prototyping of a solid shape.

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Faces of the Face

  • Choi, Jeongho
    • Archives of Plastic Surgery
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    • 제44권3호
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    • pp.251-256
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    • 2017
  • The most important environment of human being is the human being itself. So we have been sensitive to the appearance of ours and others at the same time. This writing aims for locating origins of the face and discerning differences [1] between the face of humans and those of other animals [2]. The face assumes a substantial significance not merely as a body function, but, above all, a means of expressions and features being looked at. The face is an important means of communication to humans as social animals. Knowledges about the various faces of the face are useful to become a efficient specialist as an extensive generalist because the face is a regular patron to the plastic surgery. The face in Korean consists of two elements of eol (the soul or the mind) and gul a residing place). When Wittgenstein says "the face is the soul of the body," his semantics corresponds to the Korean meaning. The meaning of the face in Korean is summed up in five ways. (1) the head or the front of the face with the eye, the nose and the mouth, (2) reputation or honor, (3) the general description of the psychological state, such as "the face of sadness", (4) a figure person representing a particular area, such as "Sun Dong-yul is the face of the Korean baseball community," (5) the primary imagery of the things and the event, such as "He is the face of the 4.19 Revolution." As such, the word "face", referring to a body part, extends its usages in a wide variety of contexts. What image do you convoke when you think of a person? With rare exceptions, you are most likely to invoke the face of the person. The face has come to be a byword for one's reputation or honor, and a pronoun for an expression of the essence of the thing and the event. This is presumably true of other languages. That is because human beings are equipped with the universal rule of language. A comprehensive understanding of the face is a must for cosmetic surgeons whose main responsibility is to sculpt and repair the face (Fig. 1).

ZSphere를 활용한 ZBrush의 3D애니메이션 캐릭터모델링 (ZBrush 3D animation character modeling using ZSphere)

  • 류창수;허창우
    • 한국정보통신학회논문지
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    • 제16권6호
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    • pp.1312-1317
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    • 2012
  • ZBrush의 ZSphere는 캔버스에 추가가 가능하며, 무엇보다도 움직임이 자유로운 기하학적 오브젝트로서 ZSphere를 기존의 ZSphere에 추가할 수 있다는 점이다. 예를 들어 중간단계의 구형체에서 뽑아내어 팔 같은 것을 생성할 수 있다. 이러한 방식으로 팔다리가 여러 개인 캐릭터를 쉽게 만들어 낼 수 있는 것이다. 본 논문은 ZSphere를 사용하여 하나의 Sphere로부터 여러 개의 Child Sphere를 만들어내고, 이것이 parent sphere가 되어 이를 기준으로 Child Sphere를 연결해 나가는 형식으로 형태를 만들어 가며 3D 캐릭터 형태를 쉽고 빠르게 잡아가도록 모델링 하였다. 3D 오브젝트를 추가하고 회전시키고 움직일 수 있기에 캔퍼스의 Z-depth와 원활한 상호작용이 이루어질 수 있다. 이러한 오브젝트를 스크린에 놓거나 페인팅을 하고 고정된 퍼스펙티브 이미지를 구축하고 Pixols을 스머지하며 3D오브젝트를 변형시키기 위하여 다양한 변형툴과 조각툴을 사용하였다. 완성된 character를 poly로 변환한 다음 Topology를 이용해 빠르게 면을 재구성 하는 방법으로 캐릭터를 설계하였다.

Response of colchicine for the efficient chromosome doubling in Codonopsis lanceolata

  • Kwon, Soo-Jeong;Lee, Ui Gun;Moon, Young Ja;Cho, Gab Yeon;Boo, Hee Ock;Lee, Moon Soon;Woo, Sun Hee;Kim, Hag Hyun
    • 한국작물학회:학술대회논문집
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    • 한국작물학회 2017년도 9th Asian Crop Science Association conference
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    • pp.273-273
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    • 2017
  • Polyploidy has opened a new horizon for selection to sculpt a variety of new gene functions, traits, and lineages. The aim of this study was to investigate the efficacy of the colchicine concentration, temporal changes, and suitable material for inducing effective tetraploid plants of Codonopsis lanceolata. A total of 180 individuals from 16 treatment groups were germinated, and exposed to different concentrations of Colchicine. The plant height of the diploid (18.1 cm) was slightly shorter than that of the tetraploid (13.4 cm). The fresh weight of the main root in the diploid (0.5 g) was 4-fold higher than the tetraploid (2.2 g). The colchicine-treated plant regeneration rate in C. lanceolata was decreased at the elevated concentration of colchicine. A total of 126 individual plants were regenerated in the entire treatment group and tetraploid (2n=4x=32) plants were obtained. In particular, 5 individuals of the tetraploid plant were induced in the 0.05% colchicine for 6h, which is a higher rate (29.4%) than other regenerated plants. As in the seed treatment result, the plant height of the diploid was significantly higher (10.4 cm) than tetraploid. The root length of the tetraploid (10.1 cm) was longer than the diploid, and the root was also thicker. Taken together, the results obtained from the present study may be helpful for the efficient recovery of such polyploid plants through the in vitro application of colchicine, and may improve the productivity and breeding of C. lanceolata.

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조선후기 왕릉 조성 시 목공사 장인의 배정과 조달 방식 (A Study on the Assignment and the Procurement Method of Wood Works' Craftsman in Royal Tombs Constructions in the Late Joseon Period)

  • 이상명
    • 건축역사연구
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    • 제26권4호
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    • pp.19-34
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    • 2017
  • The purpose of this study was to comprehend the assignment and the procurement method of wood works' craftsman through the Salleung-dogamuigwes in royal tombs constructions in the late Joseon period. Following conclusions have been reached through the study. First, Carpenter and other nine craftsmen were introduced in carpentry works. The craftsmen were put in by occupation to maintain the quality of the government building construction by wood processing area. It was distinguished by frame member, Sujangjae, window framing wood, decorative member. Second, sawyer showed a sharp increase in the latter half of the 18th century and declined since the middle of the 19th century. This is closely related to the increase in demand for building materials and the growth of civilian wood products. As a maximum of 300 people have been assigned to the craftsmen in the woodwork, it can be seen that the work has been divided by the process. Third, the national carpenter was difficult to procure from the 17th century to the beginning of the 18th century. From the middle 18th century, the system procuring national carpenter was stabilized. In the 19th century, the input ratio of the national craftsmen seems to have decreased significantly and seems to have kept it at the minimum level. Forth, sawyer were procured through Seongonggam from the late 18th century through the mid 19th century. That means that the role of the sawyer had become important. Since Jogakjang is not a necessary manpower, it usually has civilian artisans.

패션소재의 입체적 표현에 대한 3D Scanning 및 소재특성 분석 연구 -Iris van Herpen의 작품을 중심으로- (A Study on the Three-dimensional Expression of Fashionable Textiles based on Analyses of 3D Scanning and Textile Properties -Focus on the Work of Iris van Herpen-)

  • 이레아;김종준
    • 패션비즈니스
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    • 제20권2호
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    • pp.124-133
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    • 2016
  • Currently the fashion industry is developing to create a novel culture due to the very sensitive and knowledge-oriented advancement of the IT industry. With fast turnover of information, consumers have come to have a more diverse desire for purchasing. Cubical expression techniques, which empathizes formativeness, can be a creative expression method adjusting into the trend of this era. Along with functional aspects of consumers, even in a textile manufacturing sector, new materials are required to meet sensitive and emotional aspects. Consumers' desire for new and creative designs and the development and adoption of new materials are essential to meet their emotions. The IT industry and fashion industry are forced to combine and a 3D apparel CAD system has been developed, enabling virtual clothing to be represented within a computer virtual space. All processes such as design, pattern creation, sewing and simulation are possible in 3D level. Digital clothing can shorten the production process time and is very effective in that it can reduce clothing waste generated during the sample production. This paper reviewed the works of Dutch designer, Iris van Herpen, who has developed formative designs. She tries to build, construct, and sculpt employing diversified materials other than soft textile materials, as shown in her series of fashion shows. The materials include films, 3D printed polymers, stiff and sheer organza, and artificial leather textiles. A few characteristics of her works have been selected in order to prepare patterns exhibiting the traits. The paper further focused on the physical features of the textile materials used to express similar techniques and its various forms were reviewed.

ZSphere를 활용한 캐릭터모델링 (Character modeling using ZSphere)

  • 류창수;허창우
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2011년도 추계학술대회
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    • pp.524-526
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    • 2011
  • ZBrush의 ZSphere는 스크린에 추가가 가능하며, 무엇보다도 움직임이 자유로운 기하학적 오브젝트로서 ZSphere를 기존의 ZSphere에 추가할 수 있다는 점이다. 예를 들어 중간단계의 구형체에서 뽑아내어 다리 같은 것을 생성할 수 있다. 이러한 방식으로 팔다리가 여러 개인 캐릭터를 쉽게 만들어 낼 수 있는 것이다. 본 논문은 ZSphere를 사용하여 하나의 Sphere로부터 여러 개의 Child Sphere를 만들어내고, 이것이 parent sphere가 되어 이를 기준으로 Child Sphere를 연결해 나가는 형식으로 형태를 만들어 가며 3D 캐릭터 형태를 쉽고 빠르게 잡아가도록 모델링 하였다. 3D 오브젝트를 추가하고 회전시키고 움직일 수 있기에 캔퍼스의 Z-depth와 원활한 상호작용이 이루어질 수 있다. 이러한 오브젝트를 스크린에 놓거나 페인팅을 하고 고정된 퍼스펙티브 이미지를 구축하고 Pixols을 스머지하며 3D오브젝트를 변형시키기 위하여 다양한 변형툴과 조각툴을 사용하였다. 완성된 character를 poly로 변환한 다음 Topology를 이용해 빠르게 면을 재구성 하는 방법으로 캐릭터를 설계하였다.

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시모그래피의 조형성을 응용한 현대 패션 디자인의 표현유형과 미적 특성 연구 (Expression types and aesthetic characteristics of modern fashion applying the formativeness of symmography)

  • 권기영
    • 복식문화연구
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    • 제29권3호
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    • pp.361-373
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    • 2021
  • The purpose of this study is to contribute to the role of lines in creative design development by analyzing the expression types and aesthetic characteristics of modern fashion using geometric formativeness of symmography. A literature study was conducted of works since 2009 to examine the general consideration of lines together with analysis of the concept and characteristics of symmography in the formative arts field, and to analyze the expression types and aesthetic characteristics of modern fashion design using the formativeness of symmography. The infinite sense of formativeness and original expression of symmography are used in formative arts such as space design, installation art, and industrial design. Expression types of modern fashion design using geometric formativeness of symmography can be classified into the following three types: two-dimensional graphic pattern, relief surface, and three-dimensional spatial. First, the two-dimensional graphic pattern type forms an optical pattern, providing individuality and visual interest to the textile design. Second, the relief surface type expresses the plane in various ways, so that the thickness changes according to how lines overlap. Third, the three-dimensional spatial type expands the boundaries of clothing and creates a fantastic spatial beauty. Next, the aesthetic formativeness of fashion design using symmography can be classified into repetitive rhythmicity, geometric self-similarity, and optical spatiality. Symmography enables a myriad of geometric patterns to be developed depending on material, color, and the designer's imagination, and helps inspire a variety of designs in fashion that sculpt a three-dimensional human body.