• Title/Summary/Keyword: 법선벡터 지도

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Curve Reconstruction from Oriented Points Using Hierarchical ZP-Splines (계층적 ZP-스플라인을 이용한 곡선 복구 기법)

  • Kim, Hyunjun;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.5
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    • pp.1-16
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    • 2016
  • In this paper, we propose and efficient curve reconstruction method based on the classical least-square fitting scheme. Specifically, given planar sample points equipped with normals, we reconstruct the objective curve as the zero set of a hierarchical implicit ZP(Zwart-Powell)-spline that can recover large holes of dataset without loosing the fine details. As regularizers, we adopted two: a Tikhonov regularizer to reduce the singularity of the linear system and a discrete Laplacian operator to smooth out the isocurves. Benchmark tests with quantitative measurements are done and our method shows much better quality than polynomial methods. Compared with the hierarchical bi-quadratic spline for datasets with holes, our method results in compatible quality but with less than 90% computational overhead.

Measure of similarity by toll theory and matching using fuzzy relation matrix - focused on 3-dimensional images (톨이론에 의한 유사도 계산과 퍼지 관계 행렬을 이용한 정합과정의 수행 - 3차원 영상을 중심으로)

  • 조동욱;한길성;조용환
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.8
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    • pp.1698-1706
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    • 1997
  • In this paper, we envisioned a multimedia object recognition system processing and combinig information from all available sources, such as 2-D, 3-D, color and sound data. Out of the overall system, we proposed 3-D information extraction and object recognition methods. Firstly, surfaces are classified by z-gradient from the range data, surface features are extracted using the intersection of normal vectors. Also feature relationship such as intersection angle and distance is established between the surfaces. Secondly, recognition is accomplished by matching process which is improtant step in the image understanding systems. Matching process is very improtant procedures because of more general and more efficient method is needed in the field of multimedia sytem. Therefore, we focused the proposal of matching process and in this article, first of all, we deal with the matching process of the 3-D object. Similarity measures are calculated.

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Visualization of Geometric Features in the Contact Region of Proteins (단백질 접촉 영역의 기하학적 특성 가시화)

  • Kim, Ku-Jin
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.10
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    • pp.421-426
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    • 2019
  • In this paper, we propose a method to visualize the geometric features of the contact region between proteins in a protein complex. When proteins or ligands are represented as curved surfaces with irregularities, the property that the two surfaces contact each other without intersections is called shape compatibility. Protein-Protein or Protein-Ligand docking researches have shown that shape complementarity, chemical properties, and entropy play an important role in finding contact regions. Usually, after finding a region with high shape complementarity, we can predict the contact region by using residual polarity and hydrophobicity of amino acids belonging to this region. In the research for predicting the contact region, it is necessary to investigate the geometrical features of the contact region in known protein complexes. For this purpose, it is essential to visualize the geometric features of the molecular surface. In this paper, we propose a method to find the contact region, and visualize the geometric features of it as normal vectors and mean curvatures of the protein complex.

3D Human Shape Estimation from a Silhouette Image by using Statistical Human Shape Spaces (통계적 신체 외형 데이터베이스를 활용한 실루엣으로부터의 3차원 인체 외형 예측)

  • Dasol Ahn;Sang Il Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.1
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    • pp.13-22
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    • 2023
  • In this paper, we present a method for estimating full 3D shapes from given 2D silhouette images of human bodies. Because the silhouette only consists of the partial information on the true shape, it is an ill-posed problem. To address the problem, we use the statistical human shape space obtained from the existing large 3D human shape database. The method consists of three steps. First, we extract the boundary pixels and their appropriate normal vectors from the input silhouette images. Then, we initialize the correspondences of each pixel to the vertex of the statistically-deformable 3D human model. Finally, we numerically optimize the parameters of the statistical model to fit best to the given silhouettes. The viability and the robustness of the method is demonstrated with various experiments.

Mapping Man-Made Levee Line Using LiDAR Data and Aerial Orthoimage (라이다 데이터와 항공 정사영상을 활용한 인공 제방선 지도화)

  • Choung, Yun-Jae;Park, Hyen-Cheol;Chung, Youn-In;Jo, Myung-Hee
    • Journal of the Korean Association of Geographic Information Studies
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    • v.14 no.1
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    • pp.84-93
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    • 2011
  • Levee line mapping is critical to the protection of environments in river zones, the prevention of river flood and the development of river zones. Use of the remote sensing data such as LiDAR and aerial orthoimage is efficient for river mapping due to their accessibility and higher accuracy in horizontal and vertical direction. Airborne laser scanning (LiDAR) has been used for river zone mapping due to its ability to penetrate shallow water and its high vertical accuracy. Use of image source is also efficient for extraction of features by analysis of its image source. Therefore, aerial orthoimage also have been used for river zone mapping tasks due to its image source and its higher accuracy in horizontal direction. Due to these advantages, in this paper, research on three dimensional levee line mapping is implemented using LiDAR and aerial orthoimage separately. Accuracy measurement is implemented for both extracted lines generated by each data using the ground truths and statistical comparison is implemented between two measurement results. Statistical results show that the generated 3D levee line using LiDAR data has higher accuracy than the generated 3D levee line using aerial orthoimage in horizontal direction and vertical direction.

Extended Cartoon Rendering using 3D Texture (3차원 텍스처를 이용한 카툰 렌더링의 만화적 스타일 다양화)

  • Byun, Hae-Won;Jung, Hye-Moon
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.123-133
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    • 2011
  • In this paper, we propose a new method for toon shading using 3D texture which renders 3d objects in a cartoon style. The conventional toon shading using 1D texture displays shading tone by computing the relative position and orientation between a light vector and surface normal. The 1D texture alone has limits to express the various tone change according to any viewing condition. Therefore Barla et. al. replaces a 1D texture with a 2D texture whose the second dimension corresponds to the view-dependent effects such as level-of-abstraction, depthof-field. The proposed scheme extends 2D texture to 3D texture by adding one dimension with the geometric information of 3D objects such as curvature, saliency, and coordinates. This approach supports two kinds of extensions for cartoon style diversification. First, we support "shape exaggeration effect" to emphasize silhouette or highlight according to the geometric information of 3D objects. Second, we further incorporate "cartoon specific effect", which is examples of screen tone and out focusing frequently appeared in cartoons. We demonstrate the effectiveness of our approach through examples that include a number of 3d objects rendered in various cartoon style.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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