• Title/Summary/Keyword: 텍스처 합성

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Efficient Representation of Soap Bubble Shapes using Snell's Law and Background Synthesis (Snell의 법칙을 이용한 효율적인 비눗방울 형상 표현 및 배경 합성)

  • Yoojin Jeong;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.403-406
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    • 2024
  • 본 논문에서는 비눗방울에 나타나는 반사와 굴절 효과를 상용 게임엔진인 유니티 쉐이더(Unity shader)를 사용하여 구현하고 다양한 배경에서 합성할 수 있는 효율적인 프레임워크를 제안한다. 본 논문에서 제안하는 방법은 계산량이 큰 유체 시뮬레이션을 이용하지 않고, 스넬(Snell)의 법칙을 이용하여 박막 내부의 굴절 벡터를 계산하고, 막 표면의 표현을 위해 다양한 텍스처(Texture)를 적용하였으며, vertex의 조정을 통해 비눗방울 자체의 움직임을 나타낼 수 있다. 결과적으로 실시간으로 높은 품질의 비눗방울을 표현할 수 있기 때문에 게임뿐만 아니라 가상현실 및 다양한 실시간 애플리케이션에 활용될 수 있다.

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The Optimization of Jelly with Blueberry Juice using Response Surface Methodology (반응표면분석법을 이용한 블루베리 즙 첨가 젤리의 최적화)

  • Joo, Na-Mi;Kim, Bo-Ram;Kim, Ae-Jung
    • The Korean Journal of Food And Nutrition
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    • v.25 no.1
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    • pp.17-25
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    • 2012
  • 이 연구는 블루베리 즙을 첨가하여 젤리의 제조조건을 최적화하고자 하였다. 16개의 블루베리 즙을 이용한 젤 시료는 Design Expert 프로그램을 이용하여 제조하였으며, 최적화를 위해 블루베리 즙(100~200 g), 설탕(40~160 g), 젤라틴(8~20 g)의 양을 독립변수로, 텍스처, pH, 관능평가 항목을 종속변수로 각각 선정하였다. 반응표면 분석법을 사용하기 위한 실험설계로 중심합성계획을 이용하였다. 각 항목별 최적조건은 Canonical 모형의 수치 최적화(numerical optimization)과 모형적 최적화(graphical optimization)를 통하여 선정하였으며, 그 중 가장 높은 desirability를 갖는 최적점을 선택하여 지점 예측(point prediction)을 통해 도출한 결과, 각 독립변수의 예측된 블루베리 즙을 첨가한 젤리의 최적값은 블루베리 주스 133.63 g, 설탕 160.0 g, 젤라틴은 12.78 g이었다.

Synthesizing Faces of Animation Characters Using a 3D Model (3차원 모델을 사용한 애니메이션 캐릭터 얼굴의 합성)

  • Jang, Seok-Woo;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.31-40
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    • 2012
  • In this paper, we propose a method of synthesizing faces of a user and an animation character using a 3D face model. The suggested method first receives two orthogonal 2D face images and extracts major features of the face through the template snake. It then generates a user-customized 3D face model by adjusting a generalized face model using the extracted facial features and by mapping texture maps obtained from two input images to the 3D face model. Finally, it generates a user-customized animation character by synthesizing the generated 3D model to an animation character reflecting the position, size, facial expressions, and rotational information of the character. Experimental results show some results to verify the performance of the suggested algorithm. We expect that our method will be useful to various applications such as games and animation movies.

Video Augmentation of Virtual Object by Uncalibrated 3D Reconstruction from Video Frames (비디오 영상에서의 비보정 3차원 좌표 복원을 통한 가상 객체의 비디오 합성)

  • Park Jong-Seung;Sung Mee-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.421-433
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    • 2006
  • This paper proposes a method to insert virtual objects into a real video stream based on feature tracking and camera pose estimation from a set of single-camera video frames. To insert or modify 3D shapes to target video frames, the transformation from the 3D objects to the projection of the objects onto the video frames should be revealed. It is shown that, without a camera calibration process, the 3D reconstruction is possible using multiple images from a single camera under the fixed internal camera parameters. The proposed approach is based on the simplification of the camera matrix of intrinsic parameters and the use of projective geometry. The method is particularly useful for augmented reality applications to insert or modify models to a real video stream. The proposed method is based on a linear parameter estimation approach for the auto-calibration step and it enhances the stability and reduces the execution time. Several experimental results are presented on real-world video streams, demonstrating the usefulness of our method for the augmented reality applications.

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Real-Time Image Mosaic Using DirectX (DirectX를 이용한 실시간 영상 모자익)

  • Chong, Min-Yeong;Choi, Seung-Hyun;Bae, Ki-Tae;Lee, Chil-Woo
    • The KIPS Transactions:PartB
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    • v.10B no.7
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    • pp.803-810
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    • 2003
  • In this paper, we describe a fast image mosaic method for constructing a large-scale image with video image captured from cameras that are arranged in radial shape. In the first step, we adopt the phase correlation algorithm to estimate the horizontal and vertical displacement between two adjacent images. Secondly, we calculate the accurate transform matrix among those cameras with Levenberg-Marquardt method. In the last step, those images are stitched into one large scale image in real-time by applying the transform matrix to the texture mapping function of DirectX. The feature of the method is that we do not need to use special hardware devices or write machine-level programs for Implementing a real-time mosaic system since we use conventional graphic APIs (Application Programming Interfaces), DirectX for image synthesis process.

Measurement-based Face Rendering reflecting Positional Scattering Properties (위치별 산란특성을 반영한 측정기반 얼굴 렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.137-144
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    • 2009
  • This paper predicts 6 facial regions that may have sharply different scattering properties, rendering the face more realistically based on their diffusion profiles. The scattering properties are acquired in the form of high dynamic range by photographing the pattern formed around an unit ray incident on facial skin. The acquired data are fitted to a 'linear combination of Gaussian functions', which well approximates the original diffusion profile of skin and has good characteristics as the filter. During the process, to prevent its solutions from converging into local minima, we take advantage of the genetic algorithm to set up the initial value. Each Gaussian term is applied to the irradiance map as a filter, expressing subsurface scattering effect. In this paper, to efficiently handle the maximum 12 Gaussian filterings, we make use of the parallel capacity of CUDA.

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A High-Quality Occlusion Filling Method Using Image Inpainting (영상 인페인팅을 이용한 고품질의 가려짐 영역 보간 방법)

  • Kim, Yong-Jin;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.15 no.1
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    • pp.3-13
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    • 2010
  • In this paper, we propose a method for filling out the occlusions in generating multi-view images from one source image and its ground-truth depth image. The method is based on image inpainting and layered interpolation. The source image is first divided into several layers using depth information. The occlusions are interpolated separately in every layered image using the image inpainting algorithm. Finally, the interpolated layered images are combined to obtain different viewpoint images. Interpolating occlusions with depth-correlated texture information that is contained to each layer makes it possible to obtain more detailed and accurate results than previous methods. The effectiveness of the proposed method is shown through experimental results.

Optical Multi-Normal Vector Based Iridescence BRDF Compression Method (광학적 다중 법선 벡터 기반 훈색(暈色)현상 BRDF 압축 기법)

  • Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.3
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    • pp.184-193
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    • 2010
  • This paper proposes a biological iridescence BRDF(Bidirectional Reflectance Distribution Function) compression and rendering method. In the graphics technology, iridescence sometimes is named structure colors. The main features of these symptoms are shown transform of color and brightness by varying viewpoint. Graphics technology to render this is the BRDF technology. The BRDF methods enable realistic representation of varying view direction, but it requires a lot of computing power because of large data. In this paper, we obtain reflection map from iridescence BRDF, analyze color of reflection map and propose representation method by several colorfully concentric circle. The one concentric circle represents beam width of reflection ray by one normal vector. In this paper, we synthesize rough concentric by using several virtually optical normal vectors. And we obtain spectrum information from concentric circles passing through the center point. The proposed method enables IBR(image based rendering) technique which results is realistic illuminance and spectrum distribution by one texture from reduced BRDF data within spectrum.

Quality Characteristics of a Korean Rice Cake (Karedduk) with Mixture of Trehalose and Modified Starch by Using Response Surface Methodology (반응표면분석을 이용한 트레할로스와 변성전분 혼합사용 떡의 품질 특성)

  • Kim, Sang-Sook;Chung, Hae-Young
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.38 no.3
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    • pp.377-383
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    • 2009
  • Texture and descriptive sensory characteristics of a Korean rice cake (Karedduk) added with mixture of trehalose and Sun-Tender were investigated after 2, 24, and 48 hrs of storage at $5^{\circ}C$. A central composite design was used for treatment arrangement. The trehalose were added in 0, 3, 6, 9 and 12% levels and Sun-Tender added in 0, 0.3, 0.6, 0.9, and 1.2% levels to dry rice flour. The mixture amounts of trehalose and Sun-Tender on texture and descriptive sensory characteristics of a Korean rice cake (Karedduk) were optimized using response surface methodology (RSM). The two independent variables selected for the RSM were amounts of trehalose ($X_1$) and amounts of Sun-Tender ($X_2$). The predicted value at stationary point or a minimum for texture hardness by RSM was found as 591.5440 after 24 hrs of storage at $5^{\circ}C$. Also the adhesiveness, hardness, cohesiveness and sweetness by sensory characteristics were significantly different as compared to the control. The results suggested that a Korean rice cake (Karedduk) added with mixture of trehalose and Sun-Tender can be made from the mixture amounts of trehalose 9.5826% and Sun-Tender 0.2216% in retarding retrogradation.