• Title/Summary/Keyword: 변위매핑

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Per-Pixel Displacement Mapping Using Angular Operations (각 연산을 이용한 픽셀 당 변위 매핑)

  • Lee, Seung-Gi;Lee, Won-Jong;Han, Tack-Don
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.295-298
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    • 2006
  • 본 논문에서는 극 좌표계에서의 벡터 표현 방식을 이용한 per-pixel displacement mapping 방법을 제시한다. per-pixel displacement mapping은 triangle mesh의 처리 방식에 상관없이 변위매핑을 수행할 수 있도록 한 것으로, 2차원 screen space로 projection 된 triangle의 각 pixel의 위치를 객체 표면 정보에 따라 displacement 해주는 방법이다. 이는 기 검증된 범프매칭 하드웨어에 약간의 하드웨어를 추가함으로써 변위매핑을 수행할 수 있도록 한 효과적인 구조이다. 제안 방식에 의해 생성된 영상과 기존 방식에 의해 생성된 영상을 비교해본 결과, 시각적으로 거의 차이가 없음을 알 수 있다.

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Real-Time Rendering of a Displacement Map using an Image Pyramid (이미지 피라미드를 이용한 변위 맵의 실시간 렌더링)

  • Oh, Kyoung-Su;Ki, Hyun-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.228-237
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    • 2007
  • displacement mapping enables us to add realistic details to polygonal meshes without changing geometry. We present a real-time artifacts-free inverse displacement mapping method. In each pixel, we construct a ray and trace the ray through the displacement map to find an intersection. To skip empty regions safely, we traverse the image pyramid of displacement map in top-down order. Furthermore, when the displacement map is enlarged, intersection with bilinear interpolated displacement map can be found. When the displacement map is at distance, our method supports mipmap-like prefiltering to enhance image quality and speed. Experimental results show that our method can produce correct images even at grazing view angles. Rendering speed of a test scene is over hundreds of frames per second and the influence of resolution of displacement map to rendering speed is little. Our method is simple enough to be added to existing virtual reality systems easily.

Displacement Mapping for the Precise Representation of Protrusion (정확한 돌출 형상의 표현을 위한 변위매핑)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.777-788
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    • 2006
  • This paper describes a displacement mapping technique which represents protruded shapes on the surface of an object. Previous approaches for image-based displacement mapping can represent only shapes depressed from the polygon surface. The proposed technique can represent shapes protruded from the underlying surface in real-time. Two auxiliary surfaces which are perpendicular to the underlying surface are added along the boundary of the polygon surface, in order to represent the pixels which overflow over the boundary of the polygon surface. The proposed approach can represent accurate silhouette of protruded shape. It can represent not only smooth displacement of protruded shape, but also abrupt displacement such as perpendicular protrusion by means of adding the supplementary texture information to the steep surface of protruded shape. By per-pixel instructions on the programmable GPU this approach can be executed in real-time. It provides an effective solution for the representation of protruded shape such as high-rise buildings on the ground.

Displacement Measurement Algorithm Based on Signal Mapping in LVDT Structure (LVDT 구조를 이용한 신호 매핑 기반의 변위측정 알고리즘)

  • Son, Jin-Ho;Cho, Sang-Bock
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.48 no.12
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    • pp.97-102
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    • 2011
  • We propose a novel displacement measurement method in the LVDT (Linear Variable Differential Transformer) structure. This proposed algorithm is independent of coil pattern, which may be implemented to PCB, or transformer component, because it is based on the signal-mapping method. we have manufactured several boards which have different coil patterns and our algorithm is ported into TMS320F2812 of TI DSP chipset. The output signal has high accuracy and high stability although PCB coil pattern are coarse.

Lossless Compression and Rendering of Multiple Layer Displacement Map (다층 변위 맵의 비손실 압축과 렌더링)

  • Chun, Young-Jae;Kim, Hae-Dong;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.171-178
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    • 2009
  • Multiple layer displacement mapping methods are able to represent more complex and general geometries which cannot be presented by single layer displacement mapping methods, and provide a realistic scene to digital contents such as 3D games and movies with relatively low costs. However, as we use more layers for details, data space is wasted more because lower layers have less displacement data than higher layers. In this paper, we suggest a lossless compression and rendering method of a multiple layer displacement map. Since we compress the map without data loss, the proposed method provides the same quality as the rendering result that uses an original multiple layer displacement map.

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Displacement mapping using an image pyramid based multi-layer height map (이미지 피라미드 기반 다층 높이 맵을 사용한 변위 매핑 기법)

  • Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.11-17
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    • 2008
  • Many methods which represent complex surfaces using height map without a number of vertex have been researched. However, a single layer height map cannot present more complex objects because it has only one height value on each position. In this paper, we introduce the new approach to render more complex objects, which are not generated by single layer height map, using multi layer height map. We store height values of the scene to each texture channel by the ascending order. A pair of ordered height values composes a geometry block and we use this property. For accurate ray search, we store the highest value in odd channels and the lowest value in even channels to generate quad tree height map. Our ray search algorithm shows accurate intersections between viewing ray and height values using quad tree height map. We solve aliasing problems on grazing angles occurred in previous methods and render the result scene on real-time.

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Developing General Beam Finite Elements with Warping Displacement (뒤틀림 변위를 고려한 일반 빔 유한요소의 개발)

  • Yoon, Kyung-Ho;Lee, Phill-Seung
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2011.04a
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    • pp.764-767
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    • 2011
  • 본 논문에서는 유한요소법을 이용하여 임의의 단면을 가지는 빔의 비틀림 문제를 해석 할 수 있는 방법론을 제시하였다. 빔 유한요소에서 연속적인 뒤틀림함수를 얻기 위해 각 절점에서 뒤틀림자유도를 정의한 후 빔의 길이 방향으로 보간하였다. 이러한 방법의 사용은 뒤틀림구속효과와 비선형문제에 쉽게 접근 할 수 있게 한다. 또한, 임의의 단면에 대한 뒤틀림함수는 각 단면에서 St.Venant 방정식을 유한요소법을 통해 수치적으로 계산된다. 단면에서 계산된 해는 3차원 일반 빔 요소의 변위장에 매핑된다. 위와 같은 절차를 통해 개발된 빔 유한요소를 사용하면 임의의 단면을 가진 빔 구조물을 자유/구속 뒤틀림조건에서 비틀림, 굽힘, 신축 변형이 복합적으로 고려하여 해석해 낼 수 있다. 이렇게 해석된 결과를 검증하기 위하여 사각단면과 L단면에서의 결과 값을 고찰하였다.

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Mapping Precise Two-dimensional Surface Deformation on Kilauea Volcano, Hawaii using ALOS2 PALSAR2 Spotlight SAR Interferometry (ALOS-2 PALSAR-2 Spotlight 영상의 위성레이더 간섭기법을 활용한 킬라우에아 화산의 정밀 2차원 지표변위 매핑)

  • Hong, Seong-Jae;Baek, Won-Kyung;Jung, Hyung-Sup
    • Korean Journal of Remote Sensing
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    • v.35 no.6_3
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    • pp.1235-1249
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    • 2019
  • Kilauea Volcano is one of the most active volcano in the world. In this study, we used the ALOS-2 PALSAR-2 satellite imagery to measure the surface deformation occurring near the summit of the Kilauea volcano from 2015 to 2017. In order to measure two-dimensional surface deformation, interferometric synthetic aperture radar (InSAR) and multiple aperture SAR interferometry (MAI) methods were performed using two interferometric pairs. To improve the precision of 2D measurement, we compared root-mean-squared deviation (RMSD) of the difference of measurement value as we change the effective antenna length and normalized squint value, which are factors that can affect the measurement performance of the MAI method. Through the compare, the values of the factors, which can measure deformation most precisely, were selected. After select optimal values of the factors, the RMSD values of the difference of the MAI measurement were decreased from 4.07 cm to 2.05 cm. In each interferograms, the maximum deformation in line-of-sight direction is -28.6 cm and -27.3 cm, respectively, and the maximum deformation in the along-track direction is 20.2 cm and 20.8 cm, in the opposite direction is -24.9 cm and -24.3 cm, respectively. After stacking the two interferograms, two-dimensional surface deformation mapping was performed, and a maximum surface deformation of approximately 30.4 cm was measured in the northwest direction. In addition, large deformation of more than 20 cm were measured in all directions. The measurement results show that the risk of eruption activity is increasing in Kilauea Volcano. The measurements of the surface deformation of Kilauea volcano from 2015 to 2017 are expected to be helpful for the study of the eruption activity of Kilauea volcano in the future.

Image-Based Modeling of Urban Buildings Using Aerial Photographs and Digital Maps (항공사진과 수치지도를 이용한 도시 건물의 이미지 기반 모델링)

  • Yoo, Byounghyun;Han, Soonhung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.8 no.1
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    • pp.49-62
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    • 2005
  • The VR (virtual reality) simulator such as helicopter simulation needs virtual environment of existing urban area. But the real urban environment keeps changing. We need a modeling method to make use of the GIS data that are updated periodically. The flight simulation needs to visualize not only buildings in near distance but also a large number of buildings in the far distance. We propose a method for modeling urban environment from aerial image and digital map with a comparatively small manual work. Image based modeling is applied to urban model which considers the characteristic of Korean cities. Buildings in the distance can be presented without creating a lot of polygons. Proposed method consists of the pre-processing stage which prepares the model from the GIS data and the modeling stage which makes the virtual urban environment. The virtual urban environment can be modeled with the simple process which utilizes the height map of buildings.

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A Terrain Rendering Method using Roughness Map and Bias Map (거칠기맵과 편향맵을 이용한 지형 렌더링 가법)

  • Lee, Eun-Seok;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.1-9
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    • 2011
  • In recent researches, several LOD techniques are used for real-time visualization of large sized terrain data. However, during mesh simplification, geometry popping may occur in consecutive frames, because of the geometric error. We propose an efficient method for reducing the geometry popping using roughness map and bias map. A roughness map and a bias map are used to move vertices of the terrain mesh to appropriate position where they minimize the geometry errors. A roughness map and a bias map are represented as a texture suitable for GPU processing. Moving vertices using bias map is processed on the GPU, so the high-speed visualization can be possible.