• Title/Summary/Keyword: object-based 3-D model

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Development of Java/VRML-based 3D GIS's Framework and Its Prototype Model (Java/VRML기반 3차원 GIS의 기본 구조와 프로토타입 모델 개발)

  • Kim, Kyong-Ho;Lee, Ki-Won;Lee, Jong-Hun
    • Journal of Korean Society for Geospatial Information Science
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    • v.6 no.1 s.11
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    • pp.11-17
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    • 1998
  • Recently, 3D GIS based on 3D geo-processing methodology and Internet environment are emerging issues in GIS fields. To design and implement 3D GIS, the strategic linkage of Java and VRML is first regarded: 3D feature format definition in the passion of conventional GIS including aspatial attributes, 3B feature indexing, 3D analytical operators such as selection, buffering, and Near, Metric operation such as distance measurement and statistical description, and 3D visualization. In 3D feature format definition, the following aspects are implemented: spatial information for 3D primitives extended from 2D primitives, multimedia data, object texture or color of VRML specification. DXF-format GIS layers with additional attributes are converted to 3D feature format and imported into this system. While, 3D analytical operators are realized in the form of 3D buffering with respect to user-defined point, line, polygon, and 3D objects, and 3D Near functions; furthermore, 'Lantern operator' is newly introduced in this 3D GIS. Because this system is implemented by Java applet, any client with Java-enable browser including VRML browser plug-in can utilize the new style of 3D GIS function in the virtual space. Conclusively, we present prototype of WWW-based 3D GIS, and this approach will be contribute to development of core modules on the stage of concept establishment and of real application model in future.

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3D Models Retrieval Using Shape Index and Curvedness (형태 인덱스와 정규 곡률을 이용한 3차원 모델 검색)

  • Park, Ki-Tae;Hwang, Hae-Jung;Moon, Young-Shik
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.3
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    • pp.33-41
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    • 2007
  • Owing to the development of multimedia and communication technologies, multimedia data become a common feature of the information systems and are on the increase. This has led to the need of 3D shape retrieval systems that, given a query object, retrieve similar 3D objects. Therefore, shape descriptor required to describe a 3D object effectively and efficiently. In this paper, a new descriptor for 3D model retrieval based on shape information is proposed. The proposed descriptor utilizes the curvedness together with the shape index that provides local geometry information. The existing 3D Shape Spectrum Descriptor (3D SSD), which is defined as the histogram of shape index values, represents the characteristics of local shapes of the 3D surface. However, it does not properly represent the local shape characteristics, because many points with different curvedness may have the same shape index value. Therefore, we add a new feature that represents the degree of curvedness, thereby improving the discriminating power of the shape descriptor. We evaluate the performance of the proposed method, compared with the previous method. The experimental results have shown that the performance of retrieval has been improved by 23.6%.

Optimal model of transportation for people with disabilities: Conceptual proposal designed in CAD

  • Vergunova, Nataliia;Vergunov, Sergey
    • Advances in Computational Design
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    • v.5 no.4
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    • pp.381-396
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    • 2020
  • This study aimed to develop an optimal model of transportation for people with disabilities. To achieve this goal, powers of research and design should be involved, including CAD software. This paper investigates both: the concept of optimal model of transportation for people with disabilities (functional, ergonomic, constructive, technological and aesthetic solutions included); and its implementation as a fully-fledged 3D-model designed in SolidWorks environment. The optimal model of transportation is complex and consists of two objects. The first object is for indoors that is a wheelchair, the second one is for street driving that is an individual vehicle. The optimal model of transportation is universal and multifunctional, which have become possible with parametric feature-based approach utilized in SolidWorks.

Trivariate B-spline Approximation of Spherical Solid Objects

  • Kim, Junho;Yoon, Seung-Hyun;Lee, Yunjin
    • Journal of Information Processing Systems
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    • v.10 no.1
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    • pp.23-35
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    • 2014
  • Recently, novel application areas in digital geometry processing, such as simulation, dynamics, and medical surgery simulations, have necessitated the representation of not only the surface data but also the interior volume data of a given 3D object. In this paper, we present an efficient framework for the shape approximations of spherical solid objects based on trivariate B-splines. To do this, we first constructed a smooth correspondence between a given object and a unit solid cube by computing their harmonic mapping. We set the unit solid cube as a rectilinear parametric domain for trivariate B-splines and utilized the mapping to approximate the given object with B-splines in a coarse-to-fine manner. Specifically, our framework provides user-controllability of shape approximations, based on the control of the boundary condition of the harmonic parameterization and the level of B-spline fitting. Experimental results showed that our method is efficient enough to compute trivariate B-splines for several models, each of whose topology is identical to a solid sphere.

A Study on Improving the Reality of the Vehicle Simulator Based on the Virtual Reality (가상현실 기반의 차량 시뮬레이터의 현실감 향상에 관한 연구)

  • Choi Young-Il;Kwon Seong-Jin;Jang Suk;Kim Kyu-Hee;Cho Ki-Yong;Suh Myung-Won
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.8 s.227
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    • pp.1116-1124
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    • 2004
  • In these days, a vehicle simulator has been developed with a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with natural interaction, sufficient immersion and realistic images. In addition, a VR system must present a driver with the realistic driving situation. To achieve these, it is important to obtain a fast and uniform rendering performance regardless of the complexity of virtual worlds. In this paper, the factors to improve the reality for the VR based vehicle simulator have been investigated. For the purpose, the modeling and the rendering methods which offer an improved performance for complex VR applications as the 3D road model have been implemented and verified. Then, we experiment on the influence of graphic and sound factors to the driver, and analyze each result for improving the reality such as the driver's viewport, the form of texture, the lateral distance of the side object, and the sound effect. These factors are evaluated on the driving system which is constructed for qualitative analysis. The research results could be used for improving the reality of the VR based vehicle simulator.

Development of a Vision Based Fall Detection System For Healthcare (헬스케어를 위한 영상기반 기절동작 인식시스템 개발)

  • So, In-Mi;Kang, Sun-Kyung;Kim, Young-Un;Lee, Chi-Geun;Jung, Sung-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.279-287
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    • 2006
  • This paper proposes a method to detect fall action by using stereo images to recognize emergency situation. It uses 3D information to extract the visual information for learning and testing. It uses HMM(Hidden Markov Model) as a recognition algorithm. The proposed system extracts background images from two camera images. It extracts a moving object from input video sequence by using the difference between input image and background image. After that, it finds the bounding rectangle of the moving object and extracts 3D information by using calibration data of the two cameras. We experimented to the recognition rate of fall action with the variation of rectangle width and height and that of 3D location of the rectangle center point. Experimental results show that the variation of 3D location of the center point achieves the higher recognition rate than the variation of width and height.

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A Study and Application of Methodology for Applying Simulation to Car Body Assembly Line using Logical Model (Logical 모델을 활용한 자동차 차체 조립 라인의 시뮬레이션 적용을 위한 방안 연구 및 적용)

  • Koo, Lock-Jo;Park, Snag-Chul;Wang, Gi-Nam
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.4
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    • pp.225-233
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    • 2009
  • The objective of this paper is to examine a construction method and verify PLC logic using the logical modeling and simulation of a virtual plant has complex manufacturing system and the domain of application is car body assembly line of automotive industrial operated by PLC Program. The proposed virtual plant model for the analysis of the construction method consists of three types of components which are virtual device, intermediary transfer and controller is modeled by logical model but it the case of the verification of PLC program, HMI and PLC logic in the field substitute for the controller. The implementation of the proposed virtual plant model is conducted PLC Studio which is an object-oriented modeling language based on logical model. As a result, proposed methods enable 3D graphics is designed in the analysis step to use for verification of PLC program without special efforts.

Pipe Support Modeling & Fabrication Drawing Generation on GSCAD (Pipe Support Modeling 및 제작도 작성 GSCAD 적용 사례)

  • Min, Byung-Cheon;Park, Jung-Hyun;Kang, Young-Min;Kim, Eun-Sub
    • Special Issue of the Society of Naval Architects of Korea
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    • 2009.09a
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    • pp.40-46
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    • 2009
  • The GSCAD (Global Shipbuilding CAD) System used in Samsung Heavy Industries is based on the Relation and Rule. The design area where excellence of these Relation & Rule can be used fully is pipe support modeling. That's because, many rules are required to place a pipe support and it's supported by hull structural object. Samsung Heavy Industries has been customizing the Relation and Rule supported by SmarMarine3d(R) to model pipe support easily and satisfies standard. Also, the pipe support fabrication drawing program was developed to generate a drawing for the pipe support customized. This paper reviews the characteristics of pipe support modeling on GSCAD and the Rules customized also, fabrication drawing program will be introduced.

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A Study on the Efficient Occlusion Culling Using Z-Buffer and Simplified Model (Z-Buffer와 간략화된 모델을 이용한 효율적인 가려지는 물체 제거 기법(Occlusion Culling)에 관한 연구)

  • 정성준;이규열;최항순;성우제;조두연
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.2
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    • pp.65-74
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    • 2003
  • For virtual reality, virtual manufacturing system, or simulation based design, we need to visualize very large and complex 3D models which are comprising of very large number of polygons. To overcome the limited hardware performance and to attain smooth realtime visualization, there have been many researches about algorithms which reduce the number of polygons to be processed by graphics hardware. One of these algorithms, occlusion culling is a method of rejecting the objects which are not visible because they are occluded by other objects, and then passing only the visible objects to graphics hardware. Existing occlusion culling algorithms have some shortcomings such as the required long preprocessing time, the limitation of occluder shape, or the need for special hardware implementation. In this study, an efficient occlusion culling algorithm is proposed. The proposed algorithm reads and analyzes Z-buffer of graphics hardware using Microsoft DirectX, and then determines each object's visibility. This proposed algorithm can speed up visualization by reading Z-buffer using DirectX which can access hardware directly compared to OpenGL, by reading only the region to which each object is projected instead of reading the whole Z-Buffer, and the proposed algorithm can perform more exact visibility test by using simplified model instead of using bounding box. For evaluation, the proposed algorithm was applied to very large polygonal models. And smooth realtime visualization was attained.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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