• Title/Summary/Keyword: z-맵 데이터

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Effective Compression Technique for Secure Transmission and Storage of GIS Digital Map (GIS 디지털 맵의 안전한 전송 및 저장을 위한 효율적인 압축 기법)

  • Jang, Bong-Joo;Moon, Kwang-Seok;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.210-218
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    • 2011
  • Generally, GIS digital map has been represented and transmitted by ASCII and Binary data forms. Among these forms, Binary form has been widely used in many GIS application fields for the transmission of mass map data. In this paper, we present a hierarchical compression technique of polyline and polygon components for effective storage and transmission of vector map with various degree of decision. These components are core geometric components that represent main layers in vector map. The proposed technique performs firstly the energy compaction of all polyline and polygon components in spatial domain for the lossless compression of detailed vector map and compress independently integer parts and fraction parts of 64bit floating points. From experimental results, we confirmed that the proposed technique has superior compressive performance to the conventional data compression of 7z, zip, rar and gz.

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

  • 배대위;고태조;김희술
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.8 no.3
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    • pp.83-91
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    • 1999
  • In this paper, we suggest a virtual machining system that can simulate cutting forces of ball end milling at the stage of part design. Cutting forces, here, are estimated from the machanistic model that uses the concept of specific cutting farce coefficient. To this end, we need undeformed chip thickness which is used for calculating chip load. It is derived from the Z-map data of a CAD model. That is, chip load is the height difference between the cutting tool and the workpiece at an arbitrary position. The tool contact point is referred from the cutter location data. On the other hand, the workpiece height is acquired from the Z-map model of a CAD data. From the experimental verification, we can simulate machining process effectively to the slot and the side cutting of ball end mill.

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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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A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.