• Title/Summary/Keyword: Vertex

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Tessellation-independent Approximation of Normal Vectors (Tessellation에 독립적인 법선 벡터 근사에 대한 연구)

  • Ahn, Jaewoo;Kim, Woongsoon
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.2
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    • pp.29-32
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    • 1998
  • When rendering polyhedral models, normal vectors at polygon vertices are necessary for smooth shading. The most commonly used technique of approximating a vertex normal vector by averaging normal vectors of faces around the vertex yields, however, different results on different tessellations Further, continuous deformation of models may cause abrupt discontinuous changes in normal vector directions. In this paper, a variation of the above technique is proposed to avoid these problems. Specifically, it uses a weighted average of normal vectors of faces around the vertex, where the weight of a face being the angular span of the two edges incident on the vertex.

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CURVATURE-WEIGHTED SURFACE SIMPLIFICATION ALGORITHM USING VERTEX-BASED GEOMETRIC FEATURES

  • CHOI, HAN-SOO;GWON, DALHYEON;HAN, HEEJAE;KANG, MYUNGJOO
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • v.24 no.1
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    • pp.23-37
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    • 2020
  • The quadratic error metric (QEM) algorithm has been frequently used for simplification of triangular surface models that utilize the vertex-pair algorithm. Simplified models obtained using such algorithms present the advantage of smaller storage capacity requirement compared to the original models. However, a number of cases exist where significant features are lost geometrically, and these features can generally be preserved by utilizing the advantages of the curvature-weighted algorithm. Based on the vertex-based geometric features, a method capable of preserving the geometric features better than the previous algorithms is proposed in this work. To validate the effectiveness of the proposed method, a simplification experiment is conducted using several models. The results of the experiment indicate that the geometrically important features are preserved well when a local feature is present and that the error is similar to those of the previous algorithms when no local features are present.

High-Capacity and Robust Watermarking Scheme for Small-Scale Vector Data

  • Tong, Deyu;Zhu, Changqing;Ren, Na;Shi, Wenzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.12
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    • pp.6190-6213
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    • 2019
  • For small-scale vector data, restrictions on watermark scheme capacity and robustness limit the use of copyright protection. A watermarking scheme based on robust geometric features and capacity maximization strategy that simultaneously improves capacity and robustness is presented in this paper. The distance ratio and angle of adjacent vertices are chosen as the watermark domain due to their resistance to vertex and geometric attacks. Regarding watermark embedding and extraction, a capacity-improved strategy based on quantization index modulation, which divides more intervals to carry sufficient watermark bits, is proposed. By considering the error tolerance of the vector map and the numerical accuracy, the optimization of the capacity-improved strategy is studied to maximize the embedded watermark bits for each vertex. The experimental results demonstrated that the map distortion caused by watermarks is small and much lower than the map tolerance. Additionally, the proposed scheme can embed a copyright image of 1024 bits into vector data of 150 vertices, which reaches capacity at approximately 14 bits/vertex, and shows prominent robustness against vertex and geometric attacks for small-scale vector data.

THE SHEAR BOND STRENGTH OF RESIN TEETH TO THE DENTURE BASE RESIN (레진치와 의치상 레진간의 전단 결합강도에 관한 연구)

  • Song, Young-Kuk;Jung, Young-Wan;Jin, Tai-Ho
    • The Journal of Korean Academy of Prosthodontics
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    • v.37 no.2
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    • pp.235-241
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    • 1999
  • The bond failure of resin teeth In denture base resin is one of the failure in prosthodontic treatment. The purpose of this study was to evaluate the bond strength of artificial resin teeth to the denture base resins. Specimens were made with heat curing acrylic resins (Vertex Rs, Lucitone 199) and artificial resin teeth (Tiger, Trubyte biotone, Endura, Orthosit, Tubyte bioform IPN) and the bond strength were measured with testing machine(Zwick. Germany) and the mode of bond failure were observed. The results were as follows; 1. The bond strength of Vertex Rs to artificial resin teeth was the highest in Tubyte biotone, and It was the lowest in Tiger and Trubyte bioform IPN. 2. The bond strength of Lucitone 199 to artificial resin teeth were higher in Orthosit and Trubyte bioform IPN than in Tiger and Trubyte biotone. 3. The bond strength of Trubyte biotone to Vertex Rs was higher than to Lucitone 199 and that of the Trubyte bioform IPN to Lucitone 199 was higher than to Vertex Rs. 4. Nearly all bond failures of specimens occured cohesively within the resin teeth.

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The mechanical property investigation according to the monomer weight ratio of the dental acrylic denture base resin (치과용 의치상 아크릴릭 레진 단량체 중량비에 따른 기계적 성질)

  • Lee, HeeKyung;Sun, GumJoo
    • Journal of Technologic Dentistry
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    • v.35 no.4
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    • pp.287-293
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    • 2013
  • Purpose: This study is to provide basic data of the dental acrylic denture base resin in the mechanical property difference investigation according to the monomer composition weight ratio of the acrylic denture base resin. Methods: The monomer composition of the acrylic denture base resin and weight ratio makes the different specimen. It measured the mechanical property with the specimens through Hardness Test, Tensile Test, Flexural Test, Flexural Modulus, FT-IR Test. Results: The control group Vertex was 18.4 Hv and the experimental group MED was 14.46~19.07Hv in the hardness test. Vertex was 364N, MED-3 was lowest in the tensile strength test and the Head of a family cursor declination was big. The result declination of the experimental specimens showed. Vertex and MED-2 was the highestest in the flexural test and after coming MED-6, MED-5, MED-1, MED-3, MED-4. Vertex and MED-2, as to a spectrum for $500{\sim}1800cm^{-1}$ peak can show the excellent degree of polymerization in the FT-IR Test. Conclusion: The ideal weight ratio of the monomer of the acrylic denture base resin of which the mechanical property is the highestest was MMA 100g, EDGMA 5g, DMA 0.2g, of MED-2.

PEBBLING ON THE MIDDLE GRAPH OF A COMPLETE BINARY TREE

  • LOURDUSAMY, A.;NELLAINAYAKI, S. SARATHA;STEFFI, J. JENIFER
    • Journal of applied mathematics & informatics
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    • v.37 no.3_4
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    • pp.163-176
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    • 2019
  • Given a distribution of pebbles on the vertices of a connected graph G, a pebbling move is defined as the removal of two pebbles from some vertex and the placement of one of those pebbles at an adjacent vertex. The t-pebbling number, $f_t(G)$, of a connected graph G, is the smallest positive integer such that from every placement of $f_t(G)$ pebbles, t pebbles can be moved to any specified vertex by a sequence of pebbling moves. A graph G has the 2t-pebbling property if for any distribution with more than $2f_t(G)$ - q pebbles, where q is the number of vertices with at least one pebble, it is possible, using the sequence of pebbling moves, to put 2t pebbles on any vertex. In this paper, we determine the t-pebbling number for the middle graph of a complete binary tree $M(B_h)$ and we show that the middle graph of a complete binary tree $M(B_h)$ satisfies the 2t-pebbling property.

PHYSICAL PROPERTIES OF RELINING DENTURE BASE RESINS WITH DIFFERENT POLYMERIZING METHODS (중합방법이 다른 의치상 이장용레진의 물리적 특성)

  • Cho Suck-Kyu;Song Kwang-Yeob;Yoon Soo-Yun;Kim Mun-Young
    • The Journal of Korean Academy of Prosthodontics
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    • v.40 no.4
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    • pp.386-395
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    • 2002
  • This study would like to measure and compare water sorption and solubility of acrylic resins, with 3 different polymerizing methods, and tensile strength between denture base resin and relining rosins. For this experiment, 3 different acrylic resins were used; heat polymerizing resin: Vertex (Dentmex, Zeist, Holland), autopolymerizing resin: Tokuso Rebase (Tokuyama Corp, Tokyo, Japan), and light curing resin: Mild Rebaron LC(GC Corp, Tokyo, Japan) The results were as follows ; 1. Tokuso Rebase showed the lowest water sorption. followed by Mild Rebaron LC and Vertex. Among resins, there were some signigicant differences (P<0.05). 2. Vertex showed the lowest solubility, followed by Mild Rebaron LC and Tokuso Rcbase. Among resins, there were some signigicant differences (P<0.05). 3. Intact Vertex showed the highest tensile strength, and Mild Rebaron LC had a more tensile strength than Tokuso Rebase. Between Vertex and the other resins, there were some signigicant differences (P<0.05) However, between Mild Rebaron LC and Tokuso Rebase, there was no statistical difference (P>0.05). About 50% of Rebaron LC showed cohesive fracture. 4. Tensile strength has more decreased after thermocycling than before, but there was no statistical difference (P>0.05).

An Animation Speed-independent Collision Detection Algorithm (애니메이션 속도에 무관한 충돌 탐지 알고리즘)

  • 김형석
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.3_4
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    • pp.247-256
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    • 2004
  • This paper presents an efficient collision detection algorithm the performance of which is independent of animation speed. Most of the previous collision detection algorithms are incremental and discrete methods, which find out the neighborhood of the extreme vertex at the previous time instance in order to get an extreme vertex at each time instance. However, if an object collides with another one with a high torque, then the angular speed becomes faster. Hence, the candidate by the incremental algorithms may be farther from the real extreme vertex at this time instance. Therefore, the worst time complexity nay be $O(n^2)$, where n is the number of faces. Moreover, the total time complexity of incremental algorithms is dependent on the time step size of animation because a smaller time step yields more frequent evaluation of Euclidean distance. In this paper, we propose a new method to overcome these drawbacks. We construct a spherical extreme vertex diagram on Gauss Sphere, which has geometric properties, and then generate the distance function of a polyhedron and a plane by using this diagram. In order to efficiently compute the exact collision time, we apply the interval Newton method to the distance function.

Computing Fast Secondary Skin Deformation of a 3D Character using GPU (GPU를 이용한 3차원 캐릭터의 빠른 2차 피부 변형 계산)

  • Kim, Jong-Hyuk;Choi, Jung-Ju
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.2
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    • pp.55-62
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    • 2012
  • This paper presents a new method to represent the secondary deformation effect using simple mass-spring simulation on the vertex shader of the GPU. For each skin vertex of a 3D character, a zero-length spring is connected to a virtual vertex that is to be rendered. When a skin vertex changes its position and velocity according to the character motion, the position of the corresponding virtual vertex is computed by mass-spring simulation in parallel on the GPU. The proposed method represents the secondary deformation effect very fast that shows the material property of a character skin during the animation. Applying the proposed technique dynamically can represent squash-and-stretch and follow-through effects which have been frequently shown in the traditional 2D animation, within a very small amount of additional computation. The proposed method is applicable to represent elastic skin deformation of a virtual character in an interactive animation environment such as games.

Terrain Rendering Using Vertex Cohesion Map (정점 응집맵을 이용한 지형 렌더링)

  • Jo, In-Woo;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.131-138
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    • 2011
  • Recently in terrain rendeing, most researches introduce mipmap-based out-of-core methods for handling large sized DEM data which does not fit in main memory of general computer. However, mipmap-based LOD(level-of-detail) methods occur geometric errors which appear in data simplifying the higher LOD level. These geometric errors cause geometric popping effects where LOD level changes when viewpoint moves. In this paper, we propose vertex cohesion map for reducing geometric error. In preprocessing step, we generate vertex cohesion map, which is a texture that stores the vectors. By these vectors, each vertex will be cohered into the position in which the difference of gradient value is bigger than others. Therefore in terrain rendering, using vertex cohesion map can dramatically reduce the geometry popping effects rather than using mipmap.