• Title/Summary/Keyword: projective object

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𝒵 Tensor on N(k)-Quasi-Einstein Manifolds

  • Mallick, Sahanous;De, Uday Chand
    • Kyungpook Mathematical Journal
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    • v.56 no.3
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    • pp.979-991
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    • 2016
  • The object of the present paper is to study N(k)-quasi-Einstein manifolds. We study an N(k)-quasi-Einstein manifold satisfying the curvature conditions $R({\xi},X){\cdot}Z=0$, $Z(X,{\xi}){\cdot}R=0$, and $P({\xi},X){\cdot}Z=0$, where R, P and Z denote the Riemannian curvature tensor, the projective curvature tensor and Z tensor respectively. Next we prove that the curvature condition $C{\cdot}Z=0$ holds in an N(k)-quasi-Einstein manifold, where C is the conformal curvature tensor. We also study Z-recurrent N(k)-quasi-Einstein manifolds. Finally, we construct an example of an N(k)-quasi-Einstein manifold and mention some physical examples.

RICCI SOLITONS ON RICCI PSEUDOSYMMETRIC (LCS)n-MANIFOLDS

  • Hui, Shyamal Kumar;Lemence, Richard S.;Chakraborty, Debabrata
    • Honam Mathematical Journal
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    • v.40 no.2
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    • pp.325-346
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    • 2018
  • The object of the present paper is to study some types of Ricci pseudosymmetric $(LCS)_n$-manifolds whose metric is Ricci soliton. We found the conditions when Ricci soliton on concircular Ricci pseudosymmetric, projective Ricci pseudosymmetric, $W_3$-Ricci pseudosymmetric, conharmonic Ricci pseudosymmetric, conformal Ricci pseudosymmetric $(LCS)_n$-manifolds to be shrinking, steady and expanding. We also construct an example of concircular Ricci pseudosymmetric $(LCS)_3$-manifold whose metric is Ricci soliton.

ON GENERALIZED QUASI-CONFORMAL N(k, μ)-MANIFOLDS

  • Baishya, Kanak Kanti;Chowdhury, Partha Roy
    • Communications of the Korean Mathematical Society
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    • v.31 no.1
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    • pp.163-176
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    • 2016
  • The object of the present paper is to introduce a new curvature tensor, named generalized quasi-conformal curvature tensor which bridges conformal curvature tensor, concircular curvature tensor, projective curvature tensor and conharmonic curvature tensor. Flatness and symmetric properties of generalized quasi-conformal curvature tensor are studied in the frame of (k, ${\mu}$)-contact metric manifolds.

DETERMINING 3-D MOTION OF RIGID OBJECTS USING LINE CORRESPONDENCES

  • Kim, Won-Kyu
    • Journal of Astronomy and Space Sciences
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    • v.11 no.2
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    • pp.273-280
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    • 1994
  • A linear method for determining three-dimensional motion of a rigid object is presented. In this method, two three-dimensional line correspondences are used. By using three-dimensional information of the features and observing that the rotation is unique regardless of the translation vector, the two components of motion parameters (rotation and translation) are computed separately. Also in this paper, the solution is given without a scale factor which is necessary in other methods that use only the two-dimensional projective constraints.

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Post-Rendering 3D Warping using Projective Texture (투영 텍스춰를 이용한 렌더링 후 3차원 와핑)

  • Park, Hui-Won;Ihm, In-Seong
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.8
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    • pp.431-439
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    • 2002
  • Due to the recent development of graphics hardware, real-time rendering of complex scenes is still a challenging task. As results of researches on image based rendering, the rendering schemes based on post-rendering 3D warping have been proposed. In general, these methods produce good rendering results. However, they are not appropriate for real-time rendering since it is not easy to accelerate the time-consuming algorithms within graphics subsystem. As an attempt to resolve this problem of the post-rendering 3D warping technique, we present a new real-time scheme based on projective texture. In our method, two reference images obtained by rendering complicated objects at two consecutive points of time are used. Rendering images of high quality for intermediate points of time are obtained by projecting the reference images onto a simplified object, and then blending the resulting images. Our technique will be effectively used in developing real-time graphics applications such as 3D games and virtual reality software and so on.

Coordinate Determination for Texture Mapping using Camera Calibration Method (카메라 보정을 이용한 텍스쳐 좌표 결정에 관한 연구)

  • Jeong K. W.;Lee Y.Y.;Ha S.;Park S.H.;Kim J. J.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.4
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    • pp.397-405
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    • 2004
  • Texture mapping is the process of covering 3D models with texture images in order to increase the visual realism of the models. For proper mapping the coordinates of texture images need to coincide with those of the 3D models. When projective images from the camera are used as texture images, the texture image coordinates are defined by a camera calibration method. The texture image coordinates are determined by the relation between the coordinate systems of the camera image and the 3D object. With the projective camera images, the distortion effect caused by the camera lenses should be compensated in order to get accurate texture coordinates. The distortion effect problem has been dealt with iterative methods, where the camera calibration coefficients are computed first without considering the distortion effect and then modified properly. The methods not only cause to change the position of the camera perspective line in the image plane, but also require more control points. In this paper, a new iterative method is suggested for reducing the error by fixing the principal points in the image plane. The method considers the image distortion effect independently and fixes the values of correction coefficients, with which the distortion coefficients can be computed with fewer control points. It is shown that the camera distortion effects are compensated with fewer numbers of control points than the previous methods and the projective texture mapping results in more realistic image.

On the Picture Theory of the Tractatus (『논리-철학 논고』의 그림 이론에 관하여)

  • Park, Jeong-il
    • Korean Journal of Logic
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    • v.22 no.2
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    • pp.253-290
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    • 2019
  • Wittgenstein presents so-called picture theory in the Tractatus Logico-Philosophicus. What is, then, the point of the picture theory? What are the philosophical problems which the picture theory tries to solve? In this paper, I will endeavor to show that the object of a picture is different from the sense of a picture, that the representing relation is different from the projective relation, that picture theory is applied to composite propositions as well as elementary propositions and that on the one hand the basic problems that picture theory tries to solve are problem of theory of meaning and that of theory of truth, but on the other hand the more important problem is what Wittgenstein calls "the mystery of negation." From these discussions, we can see that it is not correct at all to interpret that the picture theory in the Tractatus Logico-Philosophicus is nothing but an analogy which does not have a significant content.

3D Motion of Objects in an Image Using Vanishing Points (소실점을 이용한 2차원 영상의 물체 변환)

  • 김대원;이동훈;정순기
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.621-628
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    • 2003
  • This paper addresses a method of enabling objects in an image to have apparent 3D motion. Many researchers have solved this issue by reconstructing 3D model from several images using image-based modeling techniques, or building a cube-modeled scene from camera calibration using vanishing points. This paper, however, presents the possibility of image-based motion without exact 3D information of scene geometry and camera calibration. The proposed system considers the image plane as a projective plane with respect to a view point and models a 2D frame of a projected 3D object using only lines and points. And a modeled frame refers to its vanishing points as local coordinates when it is transformed.

Rendering cartoon-style specular reflection using projective textures (투영 텍스처를 이용한 만화적인 반사 효과의 렌더링)

  • Hwang, Soon-Jae;Choi, Jung-Ju;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.3
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    • pp.34-39
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    • 2004
  • 물체의 반사(specular reflection)는 물체의 재질을 이해하는 중요한 실마리임과 더불어, 반사 영역의 모양은 국소적으로 물체의 기하학적 정보를 표시하는 중요한 부분이다. 기존의 비사실적 렌더링 분야에서 다루어져 왔던 만화적 표현 관련 연구들은 극도로 단순화된 쉐이딩 모델을 사용하여 모델의 상세도를 줄이는 방법을 사용하기 때문에 반사 효과와 같은 상세함을 표현하기에는 부족하다. 본 논문에서는 물체의 반사 영역을 만화적으로 표현하는 새로운 비사실적 렌더링 기법을 제안한다. 물체의 국소 반사 모델(local reflection model)을 사용하여 물체의 모든 정점에 대한 빛의 세기를 계산한 후, 반사 영역을 추출한다. 해당 반사 영역에 만화적으로 패턴화된 텍스처를 투영하여 반사 영역을 만화적인 느낌으로 표현한다. 본 논문에서 제시하는 결과는 국소 반사 모델의 계산을 사용하고 투영 텍스처(projective texture)를 이용하는 모델 공간(object space)의 계산으로, 오늘날 보편화되고 있는 그래픽 하드웨어의 가속 성능을 최대로 사용할 수 있는 장점이 있다. 따라서 본 논문의 연구결과는 실시간성이 매우 중요한 게임 등의 분야에서 만화적인 렌더링 기법을 적용하는데 사용할 수 있다.

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