• Title/Summary/Keyword: Virtual Map

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3D Panorama Generation Using Depth-MapStitching

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Park, Kyoung-Wook;Kim, Chee-Yong;Kim, Eung-Kon
    • Journal of information and communication convergence engineering
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    • v.9 no.6
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    • pp.780-784
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    • 2011
  • As the popularization and development of 3D display makes common users easy to experience a solid 3D virtual reality, the demand for virtual reality contents are increasing. In this paper, we propose 3D panorama system using vanishing point locationbased depth map generation method. 3D panorama using depthmap stitching gives an effect that makes users feel staying at real place and looking around nearby circumstances. Also, 3D panorama gives free sight point for both nearby object and remote one and provides solid 3D video.

Navigation based on Multi Cylindrical Environment Map

  • Park, Youngsup;Hyekyung Ko;Cheungwoon Cho;Kyunghyun Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.167.6-167
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    • 2001
  • The cylindrical environment maps of image-based representation methods make high-quality, simple and low-price real-time navigation possible. In this paper, we propose a method to navigate from one viewpoint to the next in the virtual inside space, composed of several cylindrical environment maps. Our system is classified into the two modules. first of all, the panoramic image viewer that employs the rotation and zoom-in/out methods to navigate the virtual inside space, such as the Quicklime VR. The other is smooth real-time navigation using cubic mesh interpolation when the viewpoint moves from one environment map to another in the virtual space.

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Development of a Virtual Machining System by a CAD Model Based Cutting Simulation (CAD 모델에 기초한 모사절삭을 통한 가상절삭시스템 개발)

  • 배대위;고태조;김희술
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1997.04a
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    • pp.942-946
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    • 1997
  • In this research,we suggest a virtual machining system that can simulate sutting forces at the stage of design. Cutting forces,here, are modeled form the machanistic model of the ball end milling. To this end, we need undeformed chip thickness which is used for calculating chip load. It is derived form the z-map data of a CAD model. That is, chip load is the height difference between the cutting tool contact point and the workpiece at arbitrary position. The tool contact point is referred from the cutter location. Form the experimental verification, we can simulate machining process effectively to the slot and the side cutting of ball end mill.

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Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • v.33 no.3
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

Real-Time Image-Based Relighting for Tangible Video Teleconference (실감화상통신을 위한 실시간 재조명 기술)

  • Ryu, Sae-Woon;Parka, Jong-Il
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.807-810
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    • 2009
  • This paper deals with a real-time image based relighting system for tangible video teleconference. The proposed image based relighting system renders the extracted human object using the virtual environmental images. The proposed system can homogenize virtually the lighting environments of remote users on the video teleconference, or render the humans like they are in the virtual places. To realize the video teleconference, the paper obtains the 3D object models of users in real-time using the controlled lighting system. In this paper, we use single color camera and synchronized two directional flash lights. Proposed system generates pure shading images using on and off flash images subtraction. One pure shading reflectance map generates a directional normal map from multiplication of each reflectance map and basic normal vector map. Each directional basic normal map is generated by inner vector calculation of incident light vector and camera viewing vector. And the basic normal vector means a basis component of real surface normal vector. The proposed system enables the users to immerse video teleconference just as they are in the virtual environments.

Study on Map Building Performance Using OSM in Virtual Environment for Application to Self-Driving Vehicle (가상환경에서 OSM을 활용한 자율주행 실증 맵 성능 연구)

  • MinHyeok Baek;Jinu Pahk;JungSeok Shim;SeongJeong Park;YongSeob Lim;GyeungHo Choi
    • Journal of Auto-vehicle Safety Association
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    • v.15 no.2
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    • pp.42-48
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    • 2023
  • In recent years, automated vehicles have garnered attention in the multidisciplinary research field, promising increased safety on the road and new opportunities for passengers. High-Definition (HD) maps have been in development for many years as they offer roadmaps with inch-perfect accuracy and high environmental fidelity, containing precise information about pedestrian crossings, traffic lights/signs, barriers, and more. Demonstrating autonomous driving requires verification of driving on actual roads, but this can be challenging, time-consuming, and costly. To overcome these obstacles, creating HD maps of real roads in a simulation and conducting virtual driving has become an alternative solution. However, existing HD maps using high-precision data are expensive and time-consuming to build, which limits their verification in various environments and on different roads. Thus, it is challenging to demonstrate autonomous driving on anything other than extremely limited roads and environments. In this paper, we propose a new and simple method for implementing HD maps that are more accessible for autonomous driving demonstrations. Our HD map combines the CARLA simulator and OpenStreetMap (OSM) data, which are both open-source, allowing for the creation of HD maps containing high-accuracy road information globally with minimal dependence. Our results show that our easily accessible HD map has an accuracy of 98.28% for longitudinal length on straight roads and 98.42% on curved roads. Moreover, the accuracy for the lateral direction for the road width represented 100% compared to the manual method reflected with the exact road data. The proposed method can contribute to the advancement of autonomous driving and enable its demonstration in diverse environments and on various roads.

Machining Verification Model Considering Feed Rate for Virtual Milling (가상 밀링에서 이송속도를 고려한 가공 검증 모델)

  • 백대균;고태조;김희술
    • Journal of the Korean Society for Precision Engineering
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    • v.19 no.12
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    • pp.86-92
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    • 2002
  • This paper presents a new model of NC verification in NC milling using z-map. The model can describe the motion of machine tool like a real machine effectively. The model uses x, y, and z directional feed rate as well as cutting data for modeling Z-map of workpiece. The model verifies the over-cut, the under-cut and the surface topography using NC codes and cutting conditions. To investigate the performance of the model, simulation study was carried out. As the results, the model gave the geometry accuracy of workpiece, the surface topography, and the chip loads.

Bio-inspired robot swarm control algorithm for dynamic environment monitoring

  • Kim, Kyukwang;Kim, Hyeongkeun;Myung, Hyun
    • Advances in robotics research
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    • v.2 no.1
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    • pp.1-11
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    • 2018
  • To monitor the environment and determine the source of a pollutant gradient using a multiple robot swarm, we propose a hybrid algorithm that combines two bio-inspired algorithms mimicking chemotaxis and pheromones of bacteria. The algorithm is implemented in virtual robot agents in a simulator to evaluate their feasibility and efficiency in gradient maps with different sizes. Simulation results show that the chemotaxis controller guided robot agents to the locations with higher pollutant concentrations, while the pheromone marked in a virtual field increased the efficiency of the search by reducing the visiting redundancy. The number of steps required to reach the target point did not increase proportionally as the map size increased, but were less than those in the linear whole-map search method. Furthermore, the robot agents could function with simple sensor composition, minimum information about the map, and low calculation capacity.

Model of Game Environment Design for Adanced Game Background Graphic and Map Design (게임 배경그래픽과 배경맵 설계를 위한 게임 환경디자인 모델 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.77-84
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    • 2004
  • Game environment, game map and background graphic design is very important elements and factors that support fun, look & feel, immersion and player's acting fields. In this paper we defined elements of game background environment. And then make an investigation and refer to sundry records and books, we described elements of periodic environments, historic environments, natural environments, artificial environments, cultural environments, virtual environments, weather environments. Especially, the study suggests the model of game environment desgin to apply game map and game background graphic design.

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Object VR-based Virtual Textile Wearing System Using Textile Texture Mapping (직물 텍스쳐 매핑을 이용한 객체 VR 기반 가상 직물 착용 시스템)

  • Kwak, No-Yoon
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.239-247
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    • 2012
  • This paper is related to an Object VR-based virtual textile wearing system carrying out textile texture mapping based on viewpoint vector estimation and intensity difference map. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multi-view 2D images of clothes model for Object VR(Object Virtual Reality), and three-dimensionally viewing its virtual wearing appearance at multi-view points of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works.