• Title/Summary/Keyword: Three dimensional coordinates

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A Study on the 3 Dimensional Precision Analysis of Objects by means of Multiple Close Range Photogrammetry (다중(多重) 근거리사진측정(近距離寫眞測定)에 의한 피사체(被寫體)의 3차원(次元) 정밀해석(精密解析)에 관한 연구(硏究))

  • Kang, Joon Mook;Yeu, Bock Mo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.5 no.2
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    • pp.109-120
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    • 1985
  • This thesis is a study on multiple close range photogrammetry, and the purpose of this study is to develop the most accurate adjustment method of three dimensional object coordinates. This was achieved by comparing the standard errors of actual data to the computed values from 2 photos and multiple photos. The conventional methods for multiple photos have been analyzed by using geometric model formation. But in this study, the equation of collinearity condition which has been applied to aerial photogrammetry was derived to be a basic principle of close range photogrammetry, and the algorithm for analyzing multiple photos was developed using simultaneous bundle adjustment. The method used in this study, showed more homogeneous accuracy in coordinate and more consistent variance of error than those of conventional methods. It was found that the cases using 3, 4, and 5 photos were more accurate than using 2 photos; the accuracies were improved to 15%, 35%, and 50%, for each case. Thus this study is expected to be useful in measuring the geometry of historic monuments and other structures requiring high accuracy. Also the combined case of multiple photos is considered to be effective for the precise analysis of the objects which are difficult to measure for obstacles.

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Analysis of the GPS Error Effect through Simulation (시뮬레이션을 통한 GPS 오차의 영향 분석)

  • Jeon, Jae-Han;Kwon, Jay-Hyoun;Lee, Ji-Sun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.4
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    • pp.397-405
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    • 2008
  • The position accuracy is primarily dependent on the satellite position and signal delay caused by several elements. To know the effect of the delay on the estimated positions, we simulated GPS raw data (RINEX) with GPS errors using Bernese ver5.0. GPS errors used in this paper are Ionospheric delay, Cycle slip, Troposphere, DOP and Random error. If the baseline is short, the position error according to TEC is not large, since the ionospheric delay effect can be removed by ion-free combination. However, if the baseline is long, 3 dimensional position error up to 10cm is occurred. The 3D position error of coordinates with cycle slip is hardly ever changed up to 60% of cycle slip. Because the simulated cycle slips are equally distributed on satellites, the positioning was not seriously affected by the cycle slip. Also, if percentage of cycle slip is 60%, three dimensional error is sharply increased over 1m. The position error is calculated by using the observation data (2 hours) which was selected by DOP less than 3. And its accuracy is more improved about $3{\sim}4cm$.

FBX Format Animation Generation System Combined with Joint Estimation Network using RGB Images (RGB 이미지를 이용한 관절 추정 네트워크와 결합된 FBX 형식 애니메이션 생성 시스템)

  • Lee, Yujin;Kim, Sangjoon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.519-532
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    • 2021
  • Recently, in various fields such as games, movies, and animation, content that uses motion capture to build body models and create characters to express in 3D space is increasing. Studies are underway to generate animations using RGB-D cameras to compensate for problems such as the cost of cinematography in how to place joints by attaching markers, but the problem of pose estimation accuracy or equipment cost still exists. Therefore, in this paper, we propose a system that inputs RGB images into a joint estimation network and converts the results into 3D data to create FBX format animations in order to reduce the equipment cost required for animation creation and increase joint estimation accuracy. First, the two-dimensional joint is estimated for the RGB image, and the three-dimensional coordinates of the joint are estimated using this value. The result is converted to a quaternion, rotated, and an animation in FBX format is created. To measure the accuracy of the proposed method, the system operation was verified by comparing the error between the animation generated based on the 3D position of the marker by attaching a marker to the body and the animation generated by the proposed system.

Bacillus thuringiensis Cry4A and Cry4B Mosquito-larvicidal Proteins: Homology-based 3D Model and Implications for Toxin Activity

  • Angsuthanasombat, Chanan;Uawithya, Panapat;Leetachewa, Somphob;Pornwiroon, Walairat;Ounjai, Puey;Kerdcharoen, Teerakiat;Katzenmeier, Gerd;Panyim, Sakol
    • BMB Reports
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    • v.37 no.3
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    • pp.304-313
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    • 2004
  • Three-dimensional (3D) models for the 65-kDa activated Cry4A and Cry4B $\delta$-endotoxins from Bacillus thuringiensis subsp. israelensis that are specifically toxic to mosquito-larvae were constructed by homology modeling, based on atomic coordinates of the Cry1Aa and Cry3Aa crystal structures. They were structurally similar to the known structures, both derived 3D models displayed a three-domain organization: the N-terminal domain (I) is a seven-helix bundle, while the middle and C-terminal domains are primarily comprise of anti-parallel $\beta$-sheets. Circular dichroism spectroscopy confirmed the secondary structural contents of the two homology-based Cry4 structures. A structural analysis of both Cry4 models revealed the following: (a) Residues Arg-235 and Arg-203 are located in the interhelical 5/6 loop within the domain I of Cry4A and Cry4B, respectively. Both are solvent exposed. This suggests that they are susceptible to tryptic cleavage. (b) The unique disulphide bond, together with a proline-rich region within the long loop connecting ${\alpha}4$ and ${\alpha}5$ of Cry4A, were identified. This implies their functional significance for membrane insertion. (c) Significant structural differences between both models were found within domain II that may reflect their different activity spectra. Structural insights from this molecular modeling study would therefore increase our understanding of the mechanic aspects of these two closely related mosquito-larvicidal proteins.

Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.351-378
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    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.

The Effect on the Lower Limbs Joint as the Landing Height and Floor Pattern (착지 높이와 지면 형태가 하지 관절에 미치는 영향)

  • Kim, Eun-Kyong
    • Korean Journal of Applied Biomechanics
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    • v.21 no.4
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    • pp.437-447
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    • 2011
  • In this study, the lower limbs joints were analyzed for features based on the biomechanical characteristics of landing techniques according to height and landing on the ground type (flats and downhill). In order to achieve the objectives of the study, changes were analyzed in detail contents such as the height and form of the first landing on the ground at different angles of joints, torso and legs, torso and legs of the difference in the range of angular motion of the joint, the maximum angular difference between joints, the lower limbs joints difference between the maximum moment and the difference between COM changes. The subjects in this study do not last six months did not experience joint injuries 10 males in 20 aged were tested. Experimental tools to analyze were the recording and video equipment. Samsung's SCH-650A model camera was used six units, and the 2 GRF-based AMTI were used BP400800 model. 6-unit-camera synchronized with LED (photo cell) and Line Lock system were used. the output from the camera and the ground reaction force based on the data to synchronize A/D Syc. box was used. To calculate the coordinates of three-dimensional space, $1m{\times}3m{\times}2m$ (X, Y, Z axis) to the size of the control points attached to the framework of 36 markers were used, and 29 where the body was taken by attaching a marker to the surface. Two kinds of land condition, 40cm and 60cm in height, and ground conditions in the form of two kinds of flat and downhill slopes ($10^{\circ}$) of the landing operation was performed and each subject's 3 mean two-way RM ANOVA in SPSS 18.0 was used and this time, all the significant level was set at a=.05. Consequently, analyzing the landing technique as land form and land on the ground, the changes of external environmental factors, and the lower limbs joints' function in the evaluation were significantly different from the slopes. Landing of the slop plane were more load on the joints than landing of plane. Especially, knee extensor moment compared to the two kinds of landing, slopes plane were approximately two times higher than flat plane, and it was statistical significance. Most of all not so much range of motion and angular velocity of the shock to reduce stress was important. In the further research, front landing as well as various direction of motion of kinetic, kinetic factors and EMG variables on lower limbs joints of the study in terms of injury-prevention-approach is going to be needed.

Three Dimensional Target Volume Reconstruction from Multiple Projection Images (다중투사영상을 이용한 표적체적의 3차원 재구성)

  • 정광호;진호상;이형구;최보영;서태석
    • Progress in Medical Physics
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    • v.14 no.3
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    • pp.167-174
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    • 2003
  • In the radiation treatment planning (RTP) process, especially for stereotactic radiosurgery (SRS), knowing the exact volume and shape and the precise position of a lesion is very important. Sometimes X-ray projection images, such as angiograms, become the best choice for lesion identification. However, while the exact target position can be acquired by bi-projection images, 3D target reconstruction from bi-projection images is considered to be impossible. The aim of this study was to reconstruct the 3D target volume from multiple projection images. It was assumed that we knew the exact target position in advance, and all processes were performed in Target Coordinates, where the origin was the center of the target. We used six projections: two projections were used to make a Reconstruction Box and four projections were for image acquisition. The Reconstruction Box was made up of voxels of 3D matrices. Projection images were transformed into 3D in this virtual box using a geometric back-projection method. The resolution and the accuracy of the reconstructed target volume were dependent on the target size. An algorithm was applied to an ellipsoid model and a horseshoe-shaped model. Projection images were created geometrically using C program language, and reconstruction was also performed using C program language and Matlab ver. 6(The Mathwork Inc., USA). For the ellipsoid model, the reconstructed volume was slightly overestimated, but the target shape and position proved to be correct. For the horseshoe-shaped model, reconstructed volume was somewhat different from the original target model, but there was a considerable improvement in determining the target volume.

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Preliminary Research on the Implementation of Information of Human Facial Part Required for the 3D Printing of Eye Shield (안구차폐체 제작에 필요한 안면부 3차원 정보 구현의 기초연구)

  • Choi, Seokyoon
    • Journal of the Korean Society of Radiology
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    • v.13 no.7
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    • pp.955-960
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    • 2019
  • The Computed tomography (CT) scan can have high radiation in a few tests, and this risk is significant given that it is often repeated in one patient. In children, the incidence of radiation-induced cancer is reported because organs are growing, are more sensitive to radiation. 3D printing has recently been studied to be applied to various applications as a research field for 3D printing applications, research on fabrication of radiation shields and materials has been conducted. The purpose of the 3D printer is to replace the existing panel-type shields and to make customized designs according to the shape of the human body. Therefore, research on 3D information processing to be input to the 3D printer is also necessary. In this study, 3D data of the human body surface, which is the preliminary step of the manufacture of patient-specific eye shield using stereo vision depth map technology, was studied. This study aims to increase the possibility of three-dimensional output. As a result of experimenting with this method, which is relatively simple compared with other methods of 3D information processing, the minimum coordinates for 3D information are extracted. The results of this study provided the advantages and limitations of stereo images using natural light and will be the basic data for the manufacture of eye shields in the future.

Extraction of Expansion Length for Expansion Jiont Bridge using Imagery (영상을 이용한 교량 신축이음부의 신축량 추출)

  • Seo, Dong-Ju;Kim, Ga-Ya
    • Journal of the Korean Association of Geographic Information Studies
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    • v.11 no.4
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    • pp.139-149
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    • 2008
  • A load effect by vehicles running on a road and an increase of traffic is distinguished as a serious issue in the level of bridges' maintenance and management since it causes a quick damage of bridges. The expansion joint is the most important since it makes vehicles' traveling amicable and stress or additional load harmful to molding patterns minimized. However, it is very difficult to measure its expansion length since vehicles continue to pass on the expansion joint. Therefore, the study could see that it was possible to carry out a qualitative and quantitative maintenance and management if its expansion length is extracted with images. The study could acquire three dimensional coordinates of expansion joints with images. As the results of calculating RMSE of check point residual at 32 points in A area and at 28 points in B area, both A and B areas had very good results of RMSEsms 0.829mm~1.680mm. As the results of analyzing expansion length and immediate value extracted by images, the study analyzed that RMSE of A area was 0.64mm and RMSE of B area was 0.28. The average residual of A area was 0.60% and the average rresidual of B area was 0.27%. Therefore, it is judged that it is more scientific and efficient than the past to measure expansion length with images at the time of repairing and managing bridges in the future.

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Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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