• Title/Summary/Keyword: 텍스처 패턴

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A Study of Efficient Pattern Classification on Texture Feature Representation Coordinate System (텍스처 특징 표현 좌표체계에서의 효율적인 패턴 분류 방법에 대한 연구)

  • Woo, Kyeong-Deok;Kim, Sung-Gook;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.237-248
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    • 2010
  • When scenes in the real world are perceived for the purpose of computer/robot vision fields, there are great deals of texture based patterns in them. This paper introduces a texture feature representation on a coordinate system in which many different patterns can be represented with a mathematical model (Gabor function). The representation of texture features of each pattern on the coordinate system results in the high performance/competence of texture pattern classification. A decision tree algorithm is used to classify pattern data represented on the proposed coordinate system. The experimental results for the texture pattern classification show that the proposed method is better than previous researches.

Texture Synthesis Framework via Artificial Neural Networks for Generating Realistic Foam Pattern Textures (사실적인 거품 패턴 텍스처를 생성하기 위한 인공신경망 기반의 텍스처 합성 프레임워크)

  • Yeon Hee Choo;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.399-401
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    • 2024
  • 본 논문에서는 텍스처 합성 기술을 활용하여 가상의 거품 패턴 텍스처를 생성하기 위한 합성 데이터 구축 방법을 소개한다. 물리 기반 유체 시뮬레이션에서 거품 표현은 2차 효과(Secondary effects)로 분류되며, 그만큼 계산량이 큰 작업이다. 게임 업계에서는 저사양 디바이스에서도 실시간으로 게임이 실행되어야 하므로 상대적으로 계산량이 큰 물리 기반 시뮬레이션을 통해 거품을 표현하기 어렵다. 대부분 사용자가 임의로 그린 거품 패턴을 화면에 매핑하여 적은 계산량을 통해 거품을 표현하지만, 시뮬레이션을 통해 만들어진 데이터가 아니기 때문에 품질을 보장하기 어렵다. 본 논문에서는 물리 기반 시뮬레이션을 통해 만들어진 거품 패턴을 텍스처 합성 기술을 통해 재생산(Reproduction)함으로써 수작업으로 그린 거품 패턴에서는 표현하기 어려운 고품질 거품 패턴 텍스처를 만들어 낸다.

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Brick Path Recognition Using Image Shape Pattern and Texture Feature (영상의 형태 패턴과 텍스처 특징을 이용한 보도블록의 인식방법)

  • Woo, Byung-Seok;Yang, Sung-Min;Jo, Kang-Hyun
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.472-484
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    • 2012
  • Raised or plain block is widely used for the pedestrian's safe passage. The insincere construction, insufficient maintenance and obstacle overlaid on the pavement cause pedestrian's accidents. This paper proposes a method to detect brick path by analyzing the shape pattern and texture feature of brick located in visible distance for a safe passage. A brick appears to a regular type because of its specific shape which repeats with its sized gap and its type varies according to the surrounding environment or use. This paper shows a method which extracts the shape pattern by analyzing single surface polygon and its frequency appearing in road area. The shape pattern is used to detect similar shape regions. Some regions are not detected because extraneous substances or chopped bricks distort the original shape. This problem can be solved by analyzing the texture feature vector. The analyzed vector of the previously detected regions yields the Gaussian distribution. This value in each undetected region is computed and checked whether it's satisfied with Gaussian distribution or not. The satisfied region is detected as the brick path. The experiment was performed with the various type's bricks to recognize so that the results showed as accurate as 95.9% in average.

Texture Feature for Robust Particle Filter Based Face Tracking (파티클 필터에 기반한 강인한 얼굴추적을 위한 텍스처 특징 추출에 관한 연구)

  • Kim, Dongkyu;Lee, Seung Ho;Kim, Hyung-Il;Ro, Yong Man
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.878-880
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    • 2015
  • 파티클 필터 기반 얼굴추적은 비교적 빠른 속도와 구현의 용이성으로 널리 사용되고 있으나 조명이나 포즈변화가 있는 영상에서 드리프트(drift) 현상에 의해 얼굴추적의 정확도가 급격히 저하된다. 본 논문에서는 앞에 언급한 얼굴의 다양성에 강인한 얼굴 텍스처 특징을 제안한다. 제안방법은 인접한 픽셀들 간의 관계를 고려한 텍스처 패턴을 정의할 때 인접한 픽셀들의 평균(average)을 적용하여 조명변화에 강인하다. 또한 얼굴의 구조적 정보를 반영한 블록 기반의 텍스처 패턴 풀링(pooling)에 의해 포즈변화에 강인하다. 실제 감시환경을 가정해 CCTV 카메라로 자체 제작한 비디오 영상에서 Local Binary Pattern(LBP)와 같은 대표적인 특징들과 비교 실험을 수행하였다. 실험결과, 드리프트(drift) 폭이 적어 더 높은 얼굴추적 정확도를 보였으며 초당 28 프레임의 매우 빠른 처리속도를 보였다.

Fast Pattern Tracking in Cubemap Video Using Kalman Filter (큐브맵 비디오에서 칼만 필터를 사용한 빠른 패턴 추적)

  • Kim, Ki-Sik;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.43-52
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    • 2020
  • This paper presents a fast pattern tracking method using location prediction in cubemap video for 360-degree VR. A spherical cubemap frame has six face textures and searching a pattern is much slower than a flat image. To overcome the limitation, we propose a method of predicting the location of target pattern using Kalman filter and reducing the search area by considering only textures of predicted location. The experimental results showed that the proposed system is much faster than the previous method of searching all six faces and also gives accurate pattern tracking performance.

Planar Texture Replacement in Spherical Images using Cubemap (큐브맵을 사용한 구면 영상에서의 평면 텍스처 대치)

  • Park, Jeong-Hyeon;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.153-164
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    • 2017
  • In spherical panoramic images, SURF, a feature description method for planar patterns, does not work correctly due to heavy spherical distortion. Since a plane pattern is distorted in a spherical image, the pattern search and replacement in a spherical panoramic image should be treated differently from the case of the planar image. This paper proposes a planar texture replacement method, which transforms a spherical panoramic image into a cubemap panoramic image, searches a pattern using SURF, replaces a plane pattern, and then converts it into a spherical panoramic image.

Texture Cache with Automatical Index Splitting Based on Texture Size (텍스처의 크기에 따라 인덱스를 자동 분할하는 텍스처 캐시)

  • Kim, Jin-Woo;Park, Young-Jin;Kim, Young-Sik;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.57-68
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    • 2008
  • Texture Mapping is a technique for adding realism to an image in 3D graphics Chip. Bilinear filtering mode of this technique needs accesses of 4 texels to process one pixel. In this paper we analyzed the access pattern of texture, and proposed the high performance texture cache which can access 4 texels simultaneously. We evaluated using simulation results of 3D game(Quake 3, Unreal Tournament 2004). Simulation results show that proposed texture cache has high performance on the case where physical size is less then or equal 8KBytes.

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Synthesis of Near-Regular Vector Texture Patterns (규칙성을 가진 벡터 텍스처의 합성에 관한 연구)

  • Seo, Jae-Woo;Cordier, Frederic
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.487-493
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    • 2007
  • 컴퓨터에서 사용되는 2D 이미지는 크게 비트맵과 벡터의 두 가지 표현 방식이 존재한다. 일반적으로 사용되는 이미지와 텍스처는 대부분 비트맵을 기반으로 하고 있으며, 이에 따라 많은 텍스처 합성에 관한 연구 또한 비트맵 기반으로만 이루어져 왔다. 그러나 일부 분야들에서는 몇 가지 단점에도 불구하고 벡터 형식의 이미지를 선호하고 있으며, 비트맵이 가지지 못한 장점들과 현재의 충분한 컴퓨터 연산 능력을 고려해 볼 때 벡터 이미지의 필요성과 활용분야는 앞으로도 늘어날 것이라 생각된다. 이에 따라 본 논문에서는 벡터 형식으로 주어진 텍스처 패턴을 분석, 합성하는 새로운 방법을 제안한다. 입력 받는 벡터 이미지는 몇 가지의 속성을 지닌 스트로크(Stroke)들의 집합으로서, 각각의 스트로크는 비트맵에서의 픽셀과 같이 기본적인 분석과 합성의 단위가 된다.

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Texture Classification Using Rotation Invariant Local Directional Pattern (Rotation Invariant Local Directional Pattern을 이용한 텍스처 분류 방법)

  • Lee, Tae Hwan;Chae, Ok Sam
    • Convergence Security Journal
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    • v.17 no.3
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    • pp.21-29
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    • 2017
  • Accurate encoding of local patterns is a very important factor in texture classification. However, LBP based methods w idely studied have fundamental problems that are vulnerable to noise. Recently, LDP method using edge response and dire ction information was proposed in facial expression recognition. LDP is more robust to noise than LBP and can accommod ate more information in it's pattern code, but it has drawbacks that it is sensitive to rotation transforms that are critical to texture classification. In this paper, we propose a new local pattern coding method called Rotation Invariant Local Direc tional Pattern, which combines rotation-invariant transform to LDP. To prove the texture classification performance of the proposed method in this paper, texture classification was performed on the widely used UIUC and CUReT datasets. As a result, the proposed RILDP method showed better performance than the existing methods.

A Shader Technique that applies Noise Texture to Vertex Movement and Surface Texture Mapping of Polygon Mesh (폴리곤 메시의 정점 이동과 표면 텍스처 매핑에 노이즈 텍스처를 적용하는 쉐이더 기법)

  • Hong, Minseok;Park, Jinho
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.79-88
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    • 2021
  • Particle and noise are effectively used to implement unspecific VFX like an explosion, magic. Particle can create freely but, The more usage, the higher CPU/GPU usage. This paper using polygon mesh that is hard to change but consumes fixed resources to overcome the demerit of particle and reduce CPU/GPU usage. Also, using shader, apply noise texture that is suitable unspecific pattern to vertex and surface texture mapping of polygon mesh for implement VFX in unity. As a result of experiment, shader applied sphere polygon mesh show 2~4ms CPU, 1~2ms GPU usage in profiler. Also It has been shown that shader can be used to implement unspecific VFX.