• Title/Summary/Keyword: 비사

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Nonphotorealistic Walkthrough Using 3D Environment Modeling (3차원 환경 모델링을 이용한 비사실적 탐색)

  • Ryoo, Seung-Taek
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.3
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    • pp.1-8
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    • 2004
  • 본 논문은 한 장 혹은 여러 장의 실세계의 사진 영상을 입력으로 받아 영상 기반 모델링 방법 중 하나인 영상 분할 모델링 방법을 통해 환경을 3차원으로 모델링을 하고 주어진 실세계 사진 영상을 비사실적 렌더링하여 환경 탐색시 환경맵으로 사용하도록 하여 비사실적 탐색 영상을 생성하는 방법을 제안하였다. 제안된 방법은 세밀한 3차원 환경 메쉬 모델을 생성하여 2차원 환경맵의 비사실적 랜더링 과정을 통해 비사실적 애니메이션 효과를 손쉽게 만들어 낼 수 있다는 장점을 가지고 있다. 또한, 환경맵의 비사실적 렌더링을 통한 환경 매핑방법으로 각 프레임 간의 유사성을 유지하며 렌더링하는 특징을 가지고 있어 자연스러운 비사실적 탐색 영상을 생성 할 수 있다.

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Evaluation of Accuracy of Aeolian Velocity Measurement Using Image Analysis (이미지 분석을 이용한 비사 이동속도 측정 정확도 평가)

  • Young-Min Kim;Hosahng Rhew;Hyun-Doug Yoon
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.35 no.6
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    • pp.121-127
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    • 2023
  • Study on Aeolian transport began in 1941 when Bagnold first conducted a study on aeolian transport in desert conditions. Aeolian transport study was mainly conducted on deserts, and the field of coastal engineering began with the application of Bagnold's equation to the coast after 1980. However, many studies have shown that using the Bagnold equation on the coast overestimates the amount of aeolian transport. Currently, aeolian trap using various sensors ranging from simple forms have been developed and are being used in study. However, these aeolian traps have the disadvantage that there is a large difference in performance for each trap. In addition, in the case of existing traps, analysis is performed only on the amount of sand collected, and quantitative analysis of sand transport velocity or concentration is difficult. Therefore, in this study, we use image analysis techniques to evaluate the accuracy of aeolian transport velocity measurement and suggest a method that can be used in the study.

Non-Photorealistic Rendering using GPU Programming Technique (GPU 프로그래밍 기법을 이용한 비사실적 랜더링)

  • Bat-Ochir, Bolormaa;Sung, Kyung;Kim, Soo-Kyun
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1228-1233
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    • 2011
  • NPR(Non-Photorealistic rendering) technique is developing by every years. NPR is inspired on artistic styles, which is painting, drawing, technical illustration, animation and cartoon. There have many application programs for NPR, which is popular and useful of animations, even on game industrial. In traditional computer graphics focused on non-photorealism, but this method need much more memory and time. Recent years, Many NPR methods present advanced rendering technique and real time technique using graphic accelerator. This paper propose to explain NPR with GPU programming.

Option and non-use values of rail services (철도의 선택 및 비사용 가치에 관한 연구)

  • Chang, Justin Su-Eun;Kang, Ji-Hye;Lee, Beom-Shin;Yun, Suk-Kang
    • Journal of Korean Society of Transportation
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    • v.26 no.6
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    • pp.143-154
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    • 2008
  • This paper considers option and non-use values of rail services. The total economic value of a given transport service can be classified into use, option and non-use values, other grouping rules can be applied though. The use value is the consumer's surplus from the actual rides of a specific mode. The option value, on the other hand, can be defined as a traveler's willingness to pay for reserving a travel mode, which is not his or her main choice, as a standby alternative. Finally, the non-use value represents benefits that are not attributable to the actual use or option use, but to the vicarious, altruistic, functional and existing worth of a transport service. A stated preference survey based on a double-bounded dichotomous choice is conducted. A survival model is applied to the data collected. Calculations of trip makers' willingness to pay for option and non-use values are based on the parameters of the estimated survival model. Some suggestions for transport appraisal are also presented.

A Study on Webtoon Production of Non-Phone Realistic Represent (비사실적 표현에 의한 웹툰 제작에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.319-320
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    • 2014
  • 웹툰은 카툰을 대신하여 웹에서 새로운 카툰으로 등장하였고, 웹의 특징을 가지고 웹상에서 길이에 대한 제한을 받지 않으면서 세로로 스크롤 되면서 콘텐츠를 구동하게 된다. 웹툰의 제작은 대부분이 2D의 이미지 형태가 대부분인데 비사실적 표현기법으로 2D와 3D 비디오로 표현 형식으로 나타내었다. 비사실적 표현으로 2D의 플래시 기법과 3D의 모션 기법을 적용함으로 화려함과 생생한 리얼리티을 얻을 수 있지만 단점으로는 제작기법과 콘텐츠 재생 시간에서 콘텐츠의 용량 확대와 플레이 해상도 및 재생 런 타임 응답 속도 고려가 되어야 한다.

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Non-Photorealistic Rendering Using CUDA-Based Image Segmentation (CUDA 기반 영상 분할을 사용한 비사실적 렌더링)

  • Yoon, Hyun-Cheol;Park, Jong-Seung
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.11
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    • pp.529-536
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    • 2015
  • When rendering both three-dimensional objects and photo images together, the non-photorealistic rendering results are in visual discord since the two contents have their own independent color distributions. This paper proposes a non-photorealistic rendering technique which renders both three-dimensional objects and photo images such as cartoons and sketches. The proposed technique computes the color distribution property of the photo images and reduces the number of colors of both photo images and 3D objects. NPR is performed based on the reduced colormaps and edge features. To enhance the natural scene presentation, the image region segmentation process is preferred when extracting and applying colormaps. However, the image segmentation technique needs a lot of computational operations. It takes a long time for non-photorealistic rendering for large size frames. To speed up the time-consuming segmentation procedure, we use GPGPU for the parallel computing using the GPU. As a result, we significantly improve the execution speed of the algorithm.

A Study on the NPR(Non-Photorealistic Rendering) Used in 3D Animation (3D 애니메이션에서 사용되는 NPR에 대한 연구)

  • Lee, Young-Hun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.94-101
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    • 2007
  • From the flood of various informations and images, the producer and the consumer pursue a new method of images constantly. Especially the computer graphic field has affected the images greatly, and has changed the paradigm of images. The 3D animation which is a part of the computer graphics has two general trends(namely the photorealistic rendering and the non-photorealistic rendering) as to the final image. This study overviews the photorealistic rendering and the non-photorealistic rendering by analyzing the technical side and the artistic side. Also this study presents the applicable scope and the advanced directions of the NPR.

Dietary Behavioral Correlates of Nutrition Label Use in Korean Women (한국 성인 여성에서 영양표시 사용과 식행동 요인과의 관계)

  • Lee, Hye-Young;Kim, Mi-Kyung
    • Journal of Nutrition and Health
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    • v.41 no.8
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    • pp.839-850
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    • 2008
  • This study describes the demographic and diet-related psychosocial correlates of nutrition label use, and examines the relationship between label use and diet. Self-reported dada from a population-based cross-sectional survey of 2073 Korean women aged 20 to 60 years were collected to identify demographic and health-related characteristics, belief on diet-disease relationship, awareness on importance of healthy eating practice and diet quality associated with label use. Label users, who are in the stage of action and maintenance (31.6%), were more likely to have belief on nutrient-disease relationship (in sodium, cholesterol, sugar and trans fat) and were more likely to have higher awareness of the importance of healthy eating practice compared with label nonusers, who are in the stage of precontemplation, contemplation and preparation. Label users were more likely to have higher dietary quality compared with label nonusers [odds ratio (OR) = 2.01; 95% confidence interval (CI): 1.66, 2.44](P < 0.001). Also, label use appeared to be associated with the consumption of diets that were higher vegetables and fruits, and lower in cholesterol. The findings of this study suggests that reading nutrition labels on food packages may improve food choices and enable healthful dietary practices.

Shadow Techniques in Real-time Hatching Rendering (실시간 해칭 렌더링에서 그림자 기법)

  • Kim, Chan-Soo;Kim, Dae-Myung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.806-810
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    • 2006
  • The research of computer graphics is divided into two parts of photorealistic rendering and non-photorealistic rendering. The purpose of non-photo realistic rendering is to make image like cartoon, water-color, hatching etc. In this paper, we study for real-time hatching rendering and shadow techniques and we combine two techniques to make real-time hatching shadow. In shadow techniques we apply projected texture shadow to hatching rendering. Eventually, we introduce natural real-time hatching shadow through comparison and analysis.

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Non Photorealistic Rendering for 3D Animation (3차원 애니메이션을 위한 비사실적 렌더링)

  • 이효근;윤경현
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.712-714
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    • 2002
  • 애니메이션에서 가장 중요하게 고려해야 할 문제는 프레임간 유사성을 어떻게 유지하느냐 이다. 각 프레임간 영상의 유사성이 없으면 프레임이 바뀔 때 좋지 못한 영상을 보여주기 때문이다. 또한 3차원 애니메이션을 위한 비사실적 렌더링에서는 프레임간 유사성뿐 아니라 렌더링을 수행하는 방법도 중요하다. 본 논문에서는 프레임간 유사성을 유지하기 위하여 파티클 시스템을 사용한다. 파티클을 물체의 실제 크기에 따라 분포시킴으로써 적절한 파티클의 수를 유지한다. 이때, 물체가 확대, 축소될 경우에는 화면상에서의 물체의 크기에 따라 동적으로 파티클의 수를 조정하게된다. 그리고 비사실적 렌더링을 위하여 붓의 터치를 표현할 스트로크를 사용하는데 스트로크의 방향, 색, 크기 등을 결정하기 위하여 참조 영상을 사용하는 렌더링 방법을 소개한다. 이렇게 결정된 스트로크들의 속성들은 붓 모양의 텍스쳐를 이용하여 렌더링 된다.

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