• Title/Summary/Keyword: skinning

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Reverse Engineering of Compound Surfaces Using Boundary Detection Method

  • Cho, Myeong-Woo;Seo, Tae-Il;Kim, Jae-Doc;Kwon, Oh-Yang
    • Journal of Mechanical Science and Technology
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    • v.14 no.10
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    • pp.1104-1113
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    • 2000
  • This paper proposes an efficient reverse engineering technique for compound surfaces using a boundary detection method. This approach consists in extracting geometric edge information using a vision system, which can be used in order to drastically reduce geometric errors in the vicinity of compound surface boundaries. Through the image-processing technique and the interpolation process, boundaries are reconstructed by either analytic curves (e. g. circle, ellipse, line) or parametric curves (B-spline curve). In other regions, except boundaries, geometric data are acquired on CMM as points inspected using a touch type probe, and then they are interpolated on several surfaces using a B-spline skinning method. Finally, the boundary edge and the skinned surfaces are combined to reconstruct the final compound surface. Through simulations and experimental works, the effectiveness of the proposed method is confirmed.

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Rational B-spline Approximation of Point Data For Reverse Engineering (점 데이타의 Rational B-spline 근사를 통한 역공학)

  • Lee, Hyun-Zic;Ko, Tae-Jo;Kim, Hee-Sool
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.5 s.98
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    • pp.160-168
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    • 1999
  • This paper describes one method of reverse engineering that machines a free form shape without descriptive model. A portable five-axes 3D CMM was used to digitize point data from physical model. After approximation by rational B-spline curve from digitized point data of a geometric shape, a surface was constructed by the skinning method of the cross-sectional design technique. Since a surface patch was segmented by fifteen part, surface merging was also implemented to assure the surface boundary continuity. Finally, composite surface was transferred to commercial CAD/CAM system through IFES translation in order to machine the modeled geometric shape.

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Solutions for the Effective 3D Character Skin Weight by converting Lattice Weight (래티스 웨이트 변환을 통한 효과적인 3D 캐릭터 스킨 웨이트 솔루션 제안)

  • Song, Bal-gum;Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.44
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    • pp.33-56
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    • 2016
  • As the rapid extension of the game and film industry, studies on developing natural movements on a 3D characters are increasing. Rigging a character with joints is essential to create realistic movements on a 3D character. The rapid development of the CG industry, rigging technologies and workflow is becoming more sophisticated. Despite the progress and the growth of rigging operations, has shown the limitations of such repetitive tasks. For this study, analyzes the issues and inefficiency of the old method of skin weights and propose a better approach. First, need to understand the general process of an animation pipeline and learn the technology term of skin weights. Second, comparing the traditional ways of skinning a character and applying other deformers to work properly. Third, testing out new ways of weighting a character by applying deformers such as lattice and finally converting lattice weights back to skin weights. Forth, verifying effectiveness of the new method of skin weights by comparing with the traditional skin weighting process. The study shows that the new method of skin weights, reduced working hours and a better final weighting outcome. Expecting this study to enhance the method of skin weights and able to utilize this new skinning technology.

Development of a method for modeling arbitrarily shaped body (복합형상 모델링 기법의 개발)

  • 이강수;이건우
    • 제어로봇시스템학회:학술대회논문집
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    • 1988.10a
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    • pp.567-572
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    • 1988
  • As an efficient way of modeling bodies of complicated shapes, the sweeping and skinning operations have been implemented. These two operations are very powerful modeling method when the body is defined by the cross sections at various locations. For the implementation, the data structure for storing the cross sections and the resulting three dimensional body has been constructed. The resulting object is defined by the boundary representation based on the non-uniform nonperiodic B-spline surface.

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Reverse Engineering of Compound Surfaces on the Machine Tool using a Vision Probe (비전 프로브를 이용한 기상에서의 복합곡면의 역공학)

  • 김경진;윤길상;초명우;권혁동;서태일
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.05a
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    • pp.287-292
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    • 2002
  • This paper presents a reverse engineering method for compound surfaces using vision system. A CNC machining center is used as a measuring station, which is equipped with slit beam generator and vision probe. Since obtained data using slit beam or laser scanner may have much data loss along the edge of compound surfaces, an algorithm is presented in this study to recover missing geometric data at such region. First, b-spline interpolation is applied to extract edge information of the surface, and as a next step, b-spline approximation is applied to recover the missing geometric data. Finally, b-spline skinning method is applied to regenerate the surface information. Appropriate simulation and experimental works are preformed to very the effectiveness of the proposed methods.

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Improving the Rendering Speed of 3D Model Animation on Smart Phones

  • Ng, Cong Jie;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.3
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    • pp.266-270
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    • 2011
  • The advancement of technology enables smart phones or handheld devices to render complex 3D graphics. However, the processing power and memory of smart phones remain very limited to render high polygon and details 3D models especially on games which requires animation, physic engine, or augmented reality. In this paper, several techniques will be introduced to speed up the computation and reducing the number of vertices of the 3D meshes without losing much detail.

A study on Optimizing Mobile 3D Game Engine using JSR-184

  • Cho, Jong-Keun;Lee, Shin-Jun;Choo, Moon-Won
    • International Journal of Contents
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    • v.3 no.4
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    • pp.8-14
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    • 2007
  • This study focuses on modeling mobile 3D game engine and suggesting modified skinned-mesh schema based on JSR-184 in order to improve the performance in terms of memory consumption and time complexity. Most of the 3D games have used OpenGL-ES low-level APls, which may limit portability and fast developing time. Hence, the 3D mobile game engine providing high-level APls which works on GSM (Global System for Mobile Communication) phones on J2ME, is proposed here in order to optimize the performance for Java environment abiding JSR-184 standard. To prove performance enhancement, skinned-mesh schema on JSR-184 engine is modified and tested. The experimental results are shown.

A Research on Action game character animation (액션 게임에서의 캐릭터 애니메이션 적용 연구)

  • Lee, Heebum;Song, GiSeob;Lee, DongKyu;Park, SeokHee;An, Sung-Ohk;Kim, SooKyun;Lee, Jungin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.45-46
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    • 2013
  • 대중에게 하나의 취미 생활로 자리매김한 게임은 특징이나 작동 방법에 따라 다양한 장르로 발전되었다. 그 중 액션게임 장르는 사용자가 조작하는 캐릭터의 역동적인 움직임과 움직임이 큰 동작으로 인해 사용자로 하여금 게임 플레이에 몰입할 수 있는 특징을 가지고 있다. 과거 2D 환경의 게임에서 연속되는 그림으로 표현되던 캐릭터의 애니메이션 장면은 3D 환경으로 발전하면서 새로운 애니메이션 기법을 필요로 하였으며, 현재 다양한 애니메이션 기법이 연구되고 있다. 본 논문에서는 3D 뼈대 애니메이션 통하여 DirectX에서의 캐릭터 애니메이션 적용 대해 설명한다.

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3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Approximate Lofting by B-spline Curve Fitting Based on Energy Minimization (에너지 최소화에 근거한 B-spline curve fitting을 이용한 근사적 lofting 방법)

  • 박형준;김광수
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.1
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    • pp.32-42
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    • 1999
  • Approximate lofting or skinning is one of practical surface modeling techniques well used in CAD and reverse engineering applications. Presented in this paper is a method for approximately lofting a given set of curves wihin a specified tolereance. It is based on refitting input curves simultaneously on a common knot vector and interpolating them to get a resultant NURBS surface. A concept of reducing the number of interior knots of the common knot vector is well adopted to acquire more compact representation for the resultant surface. Energy minimization is newly introduced in curve refitting process to stabilize the solution of the fitting problem and get more fair curve. The proposed approximate lofting provides more smooth surface models and realizes more efficient data reduction expecially when the parameterization and compatibility of input curves are not good enough. The method has been successfully implemented in a new CAD/CAM product VX Vision? of Varimetrix Corporation.

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