• Title/Summary/Keyword: 간접조명

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Development and Evaluation of an Indirect Illumination for Tongue Image Acquisition (설 영상 획득을 위한 간접 조명 구현 및 평가)

  • Jung, Chang Jin;Kim, Keun Ho;Jang, Jun-Su;Jeon, Young Ju
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.11
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    • pp.221-228
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    • 2014
  • The color and shape of the tongue reflect the physiological and clinico-pathological condition of the body. Recently, various tongue image acquisition devices have been developed for accurate diagnosis based on quantitative and objective tongue features. Since a color information is essential for tongue diagnosis, the performance of an illuminator is very important for the tongue image acquisition device. In this study, we developed an indirect illumination, which is possible to improve a homogeneity of light intensities on the tongue surface, and evaluated its performances. In order to realize the indirect illumination (II), a semi-ellipsoidal solid structure (SESS) for the light reflex was located in the system, and two high-brightness white LEDs were placed for illuminating the areas under frontal camera in the SESS. The tongue surface was illuminated by reflected light from the SESS. The light homogeneity induced by three different illuminations including the II was evaluated by calculating coefficient of variation (CV) of illuminance of five regions. The II showed less than 0.01 of CV and the direct illumination (DI) and the direct illumination with a light diffusion plate (DILDP) showed 0.16 and 0.13, respectively. The reflexed pixel ratios of tongue phantom images show 5.76%, 4.22%, 1.79% for the DI, the DILDP and the II, respectively. The homogeneity of a tongue phantom was evaluated by calculating CV of mean pixel values of six different tongue regions, and showed less than 0.06 in the II. If the II technique apply to tongue diagnosis system, it is expected to improve diagnostic accuracy in clinic.

Lighting Colors Effect on the Human Body (조명색이 인체에 미치는 영향)

  • Kim, Jun-Gi
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2005.10a
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    • pp.88-89
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    • 2005
  • 사람의 눈은 카메라와 흡사한 구조와 원리를 가지고 있어서 빛을 직접 받는 경우 조리개가 오므라지게 되어 오히려 피사체를 인식하는 데 어려움을 겪는다. 그 이유는 광원과 피사체 간의 조도(밝기) 차이로 설명할 수 있다. 사람의 동공은 눈으로 들어오는 빛의 밝기에 따라 커지고 작아진다. 따라서 광원이 너무 밝은 경우에는 상대적으로 피사체에서 반사된 빛이 안구로 적게 들어와 피사체가 오히려 어두워 보이는 결과를 초래한다. 대부분의 사람들은 이 같은 사실을 간과한채, 조명은 무조건 밝아야 한다고 믿어 왔으며, 그 결과 우리가 속한 모든 건물들은 직접조명 일색이다. 선진국에서는 이미 조명이 인체에 미치는 영향에 관한 연구가 지속적으로 발전함에 따라 이미 오래전부터 간접조명 방식이 채택됐다. 간접조명의 효과는 영역을 넘어서서 건강한 실내 공간을 조성하는 필수적인 요소로 자리매김하고 있다. 이제 현대인들은 눈에 피로감을 주는 노출형 조명보다는 점차 눈을 편하게 해서 몸과 정신의 피로를 릴렉스 시켜주는 간접조명방식으로 나아가야 할 것이다.

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A Study on the Evaluation of Lighting Performance in an Office Space (사무공간의 조명성능 평가에 관한 연구)

  • 김한성;김영민;김강수
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.17 no.6
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    • pp.16-22
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    • 2003
  • The purpose of this study was to provide visual evaluation data in a workstation space when different lighting types were applied. For the performance evaluation, Radiance program was used for simulations, and the mock-up room(15.0x11.6x3m) was used for the actual test. The results of this study were as follows; 1) When the inidirect lighting simulation data using Radiance was compared with the actual data in a small workstation space, there was a 6.5% difference. Therefore, Radiance program was proved to be useful for the evaluation of lighting performance. 2) Higher light levels (higher light ratio (%)) were recorded in the straddled layout and lower light levels (lower light ratio (%)) were recorded in the centered layout condition in most cases. 3) Also, the results show that the indirect luminaires and the straddled layouts provide higher uniformity, whereas the direct luminaires and the centered layouts have lower uniformity.

Indirect Illumination Algorithm with Mipmap-based Ray Marching and Denoising (밉맵기반 레이 마칭과 디노이징을 이용한 간접조명 알고리즘)

  • Zhang, Bo;Oh, KyoungSu
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.75-84
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    • 2020
  • This paper introduces an interactive indirect illumination algorithm which considers indirect visibility. First, a small number of rays are emitted on hemisphere of the current pixel to obtain the first intersection. If this point is directly illuminated by the light source, its illuminated color is collected. Second, in order to approximate the indirect visibility, a 3D ray marching algorithm, which is based on a hierarchy structure, is used to accelerate the ray-voxel intersection. Third, the indirect images are denoised by an edge-avoiding filtering with a local means replacement method.

A Scalable Global Illumination Algorithm for Animated Graphics (움직이는 물체의 개수에 비례하는 시간을 가지는 전역조명 알고리즘)

  • Zheng, Haoxu;Oh, Kyungsu;Paik, Doowon
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.111-118
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    • 2016
  • Global illumination is key factor for realistic image but it is not common in realtime rendering due to its complexity. Visibility of $2^{nd}$ lights is hard to determine because we should process all object for each $2^{nd}$ light. In this paper, we reuse visibility of static objects. We present an indirect illumination algorithm which shows good performance and provides exact $2^{nd}$ light visibility when the scene has small number of moving objects. Our method renders correct image while showing good performance.

VLC Channel Model Considering Indirect Light (간접 조명 환경 실내 가시광 통신의 채널 모델)

  • Lee, Jung-Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.8
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    • pp.706-712
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    • 2013
  • In this paper, channel modeling of VLC(Visible Light Communication) was investigated under indirect lightning circumstance which was the way that all phontons started from LED(Light Emitting Diode) were reached on the floor with NLOS paths. I supposed width(6m), depth(4m), height(2.2m) cube room circumstance for VLC communication channel and supposed that 4 LEDs were located at 2m height, which emitted photons at the direction of wall and ceiling. Channel characteristics, which were power attenuation and delayed receiving of light signal, were abstracted from receivers(PDs) which were located at 0.5m above from floor. The availability of channel was verified via BPSK based communication simulation.

Real-Time Indirect Illumination using a Light Quad-Tree (광원 트리를 사용한 간접 조명의 실시간 렌더링)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.4
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    • pp.158-167
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    • 2007
  • Indirect illumination plays an important role for realistic image synthesis. We present a novel realtime indirect illumination rendering technique using image pyramids. Hundreds of thousands of indirect point light sources are stored into images, and then they hierarchically clustered into quad-tree image pyramids. We also introduce a GPU based top-down and breadth-first traversal of the quad-trees to approximate the illumination with clusters (set of lights). All steps entirely run on the GPU in real-time. Result images demonstrate that our method represents diffuse interreflection, especially a color bleeding effect well. We achieved interactive frame rates of tens to hundreads, without any preprocessing. We can avoid artifacts caused by sampling, and our method is seven times faster than a recently proposed sampling based method.

An Enhancement Technique for Separation of Direct Light and Global Light Using High Frequency Illumination pattern (고주파 조명패턴을 사용한 직접광과 간접광의 분리성능 향상 기법)

  • Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1262-1272
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    • 2009
  • In computer graphics, there exist many studies about illumination and radiance for a realistic description of the 3D modeling and rendering. When we see a scene, the scene is lit by a source of light and the radiance of the points by a source in the scene. The radiance has direct light and glight component. The direct light gets lights directly from light source, but the global light gets lights indirectly by interreflections among complicated geometrical components. In this paper, we studied a method for increasing the accuracy of separating direct light and global light components from a scene by using high frequency illumination pattern. For experiments, we applied the separating method of Nayar's and found the best configurations for the separation through the experiments. We improved the separation accuracy of direct and global light by measuring the value of unilluminated area, which depends on the characteristics of object. Furthermore, we enhanced invisible scene of the global light by applying the image filtering technique.

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Design of Room Lighting Switch Operated by Indirect Touch and Research on the Switching Sensitivity of Dielectric Materials On Electrode Metal (간접접촉형 실내조명 스위치의 설계 및 접촉부 절연물질별 스위칭 동작감도 고찰)

  • Choi, Joon-Young;Kang, Byung-Chul;Lee, Chang-Ik
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.23 no.4
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    • pp.86-91
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    • 2009
  • Indirect Touch switch which detects the change of capacitance around the electrode of QT113H chip from QPROX is designed and assembled. Sensitivity analysis of dielectric materials which prevents electrodes from direct touch is performed and the results are displayed in tables and graphs. Glass, acryl, and MDF is used to insulate the electrode and to measure the operating sensitivity of indirect touch switch. While the difference of permittivity of the dielectric materials are large, it is confirmed that the operating sensitivity of each dielectric materials are not so large as the differences of those of dielectric materials.

Control Efficiency of a Daylight Dimming System for Indirect Lighting in a Small Office (소규모 사무실 공간에서 간접조명에 대한 조광제어 시스템효율)

  • Kim, Soo-Young;Jung, Yong-Ho;Sohn, Jang-Yeul
    • Journal of the Korean Solar Energy Society
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    • v.26 no.3
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    • pp.33-43
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    • 2006
  • Daylight dimming control system was analyzed for an indirect lighting system in a small office space with a double skin envelope system. Computer simulations were performed for photosensors with three shielding conditions. The photosensors were placed on the center of ceiling, and backwall. Three sky conditions defined by CIE were considered. Overall, control performance was not very excellent for all conditions. Fully-shielded photosensor achieved good control performance for some cases, but partially-shielded and unshielded photosensors failed to achieve target illuminance. The variation in desktop illuminance due to daylight was examined for a variety of daylight conditions. Linear correlation between desktop illuminance and photosensor illuminance was analyzed using ANOVA.