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KCI등재 학술저널

역설계 시스템 적용을 위한 3D 스캐너와 포토그래메트리 방식의 유용성 비교

Comparison of Usability of 3D Scanner and Photogrammetry for the Application of a Reverse Engineering System: Focused on Life Casts for Special Makeup

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This paper investigated a non-contact white light 3D scanner and photogrammetry that could be applied to the human body by producing a face cast and positive mold for special effects using both methods. The results are described below. First, while it was possible to produce a face cast and positive mold using a 3D scanner without any interruption of the lighting system, the lighting system was significantly important for the production using photogrammetry. Next, 3D scanners currently available on the market now can acquire date only for the parts within the scope of CCD cameras. Thus, they need a matching process to compose the data scanned in various viewpoints to acquire complete shapes. However, the photogrammetry method can reduce and facilitate the time this takes as the software automatically matches data. Moreover, the 3D scanner method had less economic efficiency than the photogrammetry method because the former required a relatively higher cost of system implementation than the latter as well as a more inconvenient maintenance service and faster system aging. In accordance with the comparison on the accuracy of measurement results from the 3D scanners and photogrammetry on the human head, the results were the same as those using a globally certified 3D scanner. Furthermore, the photogrammetry software with a simple user menu structure is easier for those who are not as skilled in computer-related subjects than 3D scanners requiring a separate matching process. Accordingly, 3D scanning using photogrammetry method will reduce expenses for purchasing the system and enable a life cast without any professional help needed. Application of photogrammetry for life casts will be another approach to reduce the burden to secure the labor and material resources related to the introduction and implementation of the digital-based processes in the special effect industry and so to improve accessibility.

Ⅰ. 서론

Ⅱ. 연구대상 및 방법

Ⅲ. 결과 및 고찰

Ⅳ. 결론

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