• Title/Summary/Keyword: 그림자기법

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Shadow Detection Using Linearity of Shadow Brightness from a Single Natural Image (단일 자연영상에서 그림자 밝기의 선형성을 이용한 그림자 검출)

  • Hwang, Dong-Guk;Park, Jong-Cheon;Jun, Byoung-Min
    • The KIPS Transactions:PartB
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    • v.15B no.6
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    • pp.527-532
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    • 2008
  • This paper proposes a novel approach to shadow detection from a single natural image regardless of orientation and type of light sources. This approach is based on the assumption that shadow brightness changes linearly, and the axiom that a region cast shadow on is darker than that not having shadow under the same environment. Firstly, candidates for shadow are extracted by preprocessing. Then, they are quantized to replace the similar values with a representative value because of the more quantization steps of a pixel brightness, the higher linear independency among the neighboring pixels. Finally, shadows are detected according to linear independency of shadow brightness based on the assumption. The experimental results showed the proposed approach can robustly detect umbra as well as self-shadow and penumbra cast on a single-colored background.

A Soft Shadow Technique for a Real-time Mobile Ray Tracing Hardware (실시간 모바일 레이트레이싱 하드웨어를 위한 소프트 쉐도우 생성 기법)

  • Kwon, Hyuck-Joo;Hong, Dukki;Park, Woo-Chan;Lee, Sanghoon
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.55-64
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    • 2017
  • In this paper, a novel soft shadow method is suggested to support realistic shadows in mobile ray tracing. In ray tracing, soft shadow is generally generated by sampling a shadow ray. As this sampling method increases the number of rays to be processed, it has undermined the performance. We designed the proposed soft shadow processing method and hardware architecture to overcome this problem through selective shadow generation and triangle address caching for minimizing the performance degradation caused by sampling. The proposed hardware architecture can be integrated into a mobile ray-tracing hardware and was evaluated in terms of its performance on the FPGA. Based on the results, the rendering performance about 4, 8, and 16 samples were improved, respectively, by 40%, 50%, and 56% on average compared to the previous method, and it was found that the real-time soft shadow processing is feasible with the proposed hardware architecture.

Selective Histogram Matching of Multi-temporal High Resolution Satellite Images Considering Shadow Effects in Urban Area (도심지역의 그림자 영향을 고려한 다시기 고해상도 위성영상의 선택적 히스토그램 매칭)

  • Yeom, Jun-Ho;Kim, Yong-Il
    • Journal of Korean Society for Geospatial Information Science
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    • v.20 no.2
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    • pp.47-54
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    • 2012
  • Additional high resolution satellite images, other period or site, are essential for efficient city modeling and analysis. However, the same ground objects have a radiometric inconsistency in different satellite images and it debase the quality of image processing and analysis. Moreover, in an urban area, buildings, trees, bridges, and other artificial objects cause shadow effects, which lower the performance of relative radiometric normalization. Therefore, in this study, we exclude shadow areas and suggest the selective histogram matching methods for image based application without supplementary digital elevation model or geometric informations of sun and sensor. We extract the shadow objects first using adjacency informations with the building edge buffer and spatial and spectral attributes derived from the image segmentation. And, Outlier objects like a asphalt roads are removed. Finally, selective histogram matching is performed from the shadow masked multi-temporal Quickbird-2 images.

Building Detection Using Shadow Information in KOMPSAT Satellite Imagery (그림자 정보를 이용한 KOMPSAT 위성영상에서의 건물 검출)

  • 예철수;이쾌희
    • Korean Journal of Remote Sensing
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    • v.16 no.3
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    • pp.235-242
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    • 2000
  • This paper presents a method to detect buildings using shadow information in satellite imagery. We classify image into three categories of building region, shadow region and background region to find buildings with consistent intensity. After the removal of noises in building regions and shadow regions, buildings adjacent to shadow regions are detected using the constraint of building and shadow sizes. The algorithm has been applied to KOMPSAT and SPOT images and the result showed buildings are efficiently detected.

Real-time Soft-shadow using Shadow Atlas (그림자 아틀라스를 이용한 부드러운 그림자 생성 방법)

  • Park, Sun-Yong;Yang, Jin-Suk;Oh, Kyoung-Su
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.11-16
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    • 2011
  • In computer graphics, shadows play a very important role as a hint of inter-object distance as well as themselves in terms of realism. To represent shadows, some traditional methods such as shadow mapping and shadow volume have been frequently used for the purpose. However, the rendering results are not natural since they assume the point light. On the contrary, an area light can render soft-shadows, but its computation is too burdensome due to integral over the whole light source surface. Many alternatives have been introduced, back-projection of occluder onto the light source to get visibility of light or filtering of shadow boundary by calculating size of penumbra. But they also have problems of light bleeding or ringing effects because of low order approximation, or low performance. In this paper, we describe a method to improve those problems using shadow atlas.

Feature-Based Light and Shadow Estimation for Video Compositing and Editing (동영상 합성 및 편집을 위한 특징점 기반 조명 및 그림자 추정)

  • Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.1-9
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    • 2012
  • Video-based modeling / rendering developed to produce photo-realistic video contents have been one of the important research topics in computer graphics and computer visions. To smoothly combine original input video clips and 3D graphic models, geometrical information of light sources and cameras used to capture a scene in the real world is essentially required. In this paper, we present a simple technique to estimate the position and orientation of an optimal light source from the topology of objects and the silhouettes of shadows appeared in the original video clips. The technique supports functions to generate well matched shadows as well as to render the inserted models by applying the estimated light sources. Shadows are known as an important visual cue that empirically indicates the relative location of objects in the 3D space. Thus our method can enhance realism in the final composed videos through the proposed shadow generation and rendering algorithms in real-time.

A Study for Introducing a Method of Detecting and Recovering the Shadow Edge from Aerial Photos (항공영상에서 그림자 경계 탐색 및 복원 기법 연구)

  • Jung, Yong-Ju;Jang, Young-Woon;Choi, Yun-Woong;Cho, Gi-Sung
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.24 no.4
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    • pp.327-334
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    • 2006
  • The aerial photos need in a simple object such as cartography and ground cover classification and also in a social objects such as the city plan, environment, disaster, transportation etc. However, the shadow, which includes when taking the aerial photos, makes a trouble to interpret the ground information, and also users, who need the photos in their field tasks, have a restriction. Generally the shadow occurs by the building and surface topography, and the detail cause is by changing of the illumination in an area. For removing the shadow this study uses the single image and processes the image without the source of image and taking situation. Also, applying the entropy minimization method it generates the 1-D gray-scale invariant image for creating the shadow edge mask and using the Canny edge detection creates the shadow edge mask, and finally by filtering in Fourier frequency domain creates the intrinsic image which recovers the 3-D color information and removes the shadow.

Implementation of supporting out of synchronization of shadow page table in ViMo hypervisor based on ARM (ARM 기반 가상머신모니터 ViMo 상의 그림자 페이지 테이블 지연 동기화를 지원하기 위한 방법)

  • Jeon, Seung-Hyub;Ahn, Chang-Won;Lee, Chul-Hun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.103-105
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    • 2011
  • 그림자 페이지테이블(shadow page table)은 MMU 를 가상화 함으로써 게스트 운영체제들이 하드웨어에서 제공하는 물리 메모리를 실제로 사용하는 것처럼 보이도록 하는 기술로 전가상화 지원 ARM 기반 가상머신 모니터인 ViMo 역시 게스트 운영체제간의 메모리 격리를 위해서 그림자 페이지 테이블을 사용한다. 본 논문에서는 그림자 페이지테이블의 성능을 향상시키기 위하여 ViMo에서 사용하는 그림자테이블에 지연 동기화 기법을 추가하는 방법에 대해 설명하고 성능상의 이점을 보인다.

High resolution satellite image classification enhancement using restortation of buildin shadow and occlusion (건물 그림자와 폐색 보정을 통한 고해상도 위성영상의 분류정확도 향상)

  • Kim, Hye-Jin;Han, You-Kyung;Choi, Jae-Wan;Kim, Yong-Il
    • Proceedings of the KSRS Conference
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    • 2009.03a
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    • pp.13-17
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    • 2009
  • 고해상도 위성영상의 분류 기술은 최근 가장 활발히 연구되고 있는 분야 중 하나로 텍스쳐(texture), NDVI, PCA 영상 등 다양한 전처리 정보들을 추출하고 이를 멀티스펙트럴 밴드와 조합하여 분류 정확도를 높이는 기술을 개발하는 연구들이 주를 이루고 있다. 고해상도 위성영상에서 건물의 그림자와 옆벽면의 폐색 지역은 개체 추출 및 분류를 방해하는 주된 요인이 되며, 다양한 형태와 분광특성을 갖는 개개의 건물은 자동 분류 과정을 통해 제대로 식별되지 않는다는 한계를 갖는다. 이에 본 연구에서는 KOMPSAT-2 단영상으로부터 효율적으로 건물 정보 및 토지피복을 분류하기 위하여, 추출된 건물 정보를 바탕으로 건물의 그림자와 폐색지역을 보정한 후 비건물 지역에 대한 분류를 수행하여 분류 정확도를 높이고자 하였다. 우선 삼각벡터구조 기반의 반자동 인터페이스를 이용하여 건물의 3차원 모델 및 그림자 영역을 추출하고 이로부터 추출된 그림자 영역을 효과적으로 보정하기 위해 반복 선형회귀 연산을 이용한 그림자 보정을 수행한 후 inpainting 기법을 건물 폐색영역 복원에 적용하여 영상의 품질을 향상시켰다. 이러한 과정을 통해 도심 지역의 영상 분석에 있어 가장 큰 오차를 일으키는 인공물의 그림자와 폐색에 의한 오차를 최소화한 후 분류에 적용하여 이를 보정 전 영상을 이용한 분류 결과와 비교하였다.

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Development of Interactive Prototyping Methods applying Behavioral Prototyping Methods for Interactive Experience Design (인터랙티브 경험 디자인에 있어서 행위모형 기법을 응용한 인터랙티브 묘형 기법 개발)

  • 이태일
    • Archives of design research
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    • v.17 no.2
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    • pp.253-260
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    • 2004
  • As the need for more variety of interactive media grows, alternative interaction methods beyond conventional ones such as mice and keyboards are vigorously explored recently. In particular, these new approaches are getting attentions because they can enhance the user experiences in the interaction. Howerver, since they are case-dependent and specific, it still becomes crucial to consider and evaluate the effects and possibilities of interactions. The study aims to explore the ways to design the interactions by applying Behavioral Prototyping Methods in the initial stage of design development, which it calls 'Interactive Prototyping Method'. With the case project, 'Shadow Theater', which is an interactive installation for children, children can play and participate in interactive story-making by wearing hand puppets, casting shadows of hand puppets, and interacting with virtual objects on screen. To explore and design the interactions of Shadow Theater at the initial design process, the study builds an interactive prototype which borrows puppet theater settings and lets children play with hand puppets and other objects. The session of user try-outs with the prototype help to understand what and how they interact with virtual objects, and to improve the interactions.

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