• Title/Summary/Keyword: 텍스쳐 복잡도

Search Result 32, Processing Time 0.025 seconds

신체 장애우를 위한 얼굴 특징 추적을 이용한 실감형 게임 시스템 구현

  • Ju, Jin-Sun;Shin, Yun-Hee;Kim, Eun-Yi
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2006.10a
    • /
    • pp.475-478
    • /
    • 2006
  • 실감형 게임은 사람의 신체 움직임 및 오감을 최대한 반영한 리얼리티를 추구하는 전문적인 게임이다. 현재 개발된 실감형 게임들은 비 장애우를 대상으로 만들어 졌기 때문에 많은 움직임을 필요로 한다. 하지만 신체적 불편함을 가진 장애우들은 이러한 게임들을 이용하는데 어려움이 있다. 따라서 본 논문에서는 PC상에서 최소의 얼굴 움직임을 사용하여 수행할 수 있는 실감형 게임 시스템을 제안한다. 제안된 실감형 게임 시스템은 웹 카메라로부터 얻어진 영상에서 신경망 기반의 텍스쳐 분류기를 이용하여 눈 영역을 추출한다. 추출된 눈 영역은 Mean-shift 알고리즘을 이용하여 실시간으로 추적되어지고, 그 결과로 마우스의 움직임이 제어된다. 구현된 flash게임과 연동하여 게임을 눈의 움직임으로 제어 할 수 있다. 제안된 시스템의 효율성을 검증하기 위하여 장애우와 비 장애우로 분류하여 성능을 평가 하였다. 그 결과 제안된 시스템이 보다 편리하고 친숙하게 신체 장애우 에게 활용 될 수 있으며 복잡한 환경에서도 확실한 얼굴 추적을 통하여 실감형 게임 시스템을 실행 할 수 있음이 증명되었다.

  • PDF

Implementation of 3D Animation using 3D Graphic SW(Blender) based on STL Files (3D 그래픽 SW(Blender)를 활용한 STL파일 기반의 3D 애니메이션 제작)

  • Kim, Jong-Jin;Kim, Jong-Seong
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.9
    • /
    • pp.710-721
    • /
    • 2018
  • In this study, we have suggested a method to create 3D animation based on STL files which are easily available on the internet using Blender, which is one of the most popular open-source 3D modeling SW. And the procedure of making 3D animation using STL file was compared with those for OBJ or FBX files as well. Contrary to OBJ and FBX, STL files do not contain information regarding hierarchy, material and texture which are very important in making 3D animation. Especially the absence of hierarchy may cause serious problems in rigging, which involves movement of unwanted parts of 3D object during rigging process. It is demonstrated that the weight painting feature of Blender could be a solution to tackle the faulty rigging due to attributes of STL files. The effect of the sampling frequency and the resolution on the rendering time is also investigated with respect to the 3D mantis animation. It is also seen that insect models by 3D printer could be used as a new type of pedagogical material in the elementary science education.

Steganalysis of Content-Adaptive Steganography using Markov Features for DCT Coefficients (DCT 계수의 마코프 특징을 이용한 내용 적응적 스테가노그래피의 스테그분석)

  • Park, Tae Hee;Han, Jong Goo;Eom, Il Kyu
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.52 no.8
    • /
    • pp.97-105
    • /
    • 2015
  • Content-adaptive steganography methods embed secret messages in hard-to-model regions of covers such as complicated texture or noisy area. Content-adaptive steganalysis methods often need high dimensional features to capture more subtle relationships of local dependencies among adjacent pixels. However, these methods require many computational complexity and depend on the location of hidden message and the exploited distortion metrics. In this paper, we propose an improved steganalysis method for content-adaptive steganography to enhance detection rate with small number features. We first show that the features form the difference between DCT coefficients are useful for analyzing the content-adaptive steganography methods, and present feature extraction mehtod using first-order Markov probability for the the difference between DCT coefficients. The extracted features are used as input of ensemble classifier. Experimental results show that the proposed method outperforms previous schemes in terms of detection rates and accuracy in spite of a small number features in various content-adaptive stego images.

GPU-based Image-space Collision Detection among Closed Objects (GPU를 이용한 이미지 공간 충돌 검사 기법)

  • Jang, Han-Young;Jeong, Taek-Sang;Han, Jung-Hyun
    • Journal of the HCI Society of Korea
    • /
    • v.1 no.1
    • /
    • pp.45-52
    • /
    • 2006
  • This paper presents an image-space algorithm to real-time collision detection, which is run completely by GPU. For a single object or for multiple objects with no collision, the front and back faces appear alternately along the view direction. However, such alternation is violated when objects collide. Based on these observations, the algorithm propose the depth peeling method which renders the minimal surface of objects, not whole surface, to find colliding. The Depth peeling method utilizes the state-of-the-art functionalities of GPU such as framebuffer object, vertexbuffer object, and occlusion query. Combining these functions, multi-pass rendering and context switch can be done with low overhead. Therefore proposed approach has less rendering times and rendering overhead than previous image-space collision detection. The algorithm can handle deformable objects and complex objects, and its precision is governed by the resolution of the render-target-texture. The experimental results show the feasibility of GPU-based collision detection and its performance gain in real-time applications such as 3D games.

  • PDF

Contour-based Procedural Modeling of Leaf Venation Patterns (컨투어기반 잎맥 패턴의 절차적 모델링)

  • Kim, Jin-Mo
    • Journal of Korea Game Society
    • /
    • v.14 no.5
    • /
    • pp.97-106
    • /
    • 2014
  • This study proposes an efficient method to model various and diverse leaves required to express digital plants such as flowers and trees in virtual landscape easily and intuitively. The proposed procedural method divides a leaf mainly into a blade and vein thereby detecting contours from binary images that correspond to blades and generating leaves by modeling leaf veins procedurally based on the detected contours. First of all, a complicated leaf vein structure is divided into main veins, lateral veins, and tertiary vein while all veins grow procedurally directing from start auxin to destination auxin. Here, to calculate destination auxin required for growth automatically, approximated contours from binary images that correspond to blades are found thereby calculating candidate destination auxin. Finally, natural digital leaves are generated by applying a color combination method. Through the proposed method, natural and various leaves can be generated and whether the proposed method is efficient or not is verified through the experiment.

Face Tracking for Multi-view Display System (다시점 영상 시스템을 위한 얼굴 추적)

  • Han, Chung-Shin;Jang, Se-Hoon;Bae, Jin-Woo;Yoo, Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.30 no.2C
    • /
    • pp.16-24
    • /
    • 2005
  • In this paper, we proposed a face tracking algorithm for a viewpoint adaptive multi-view synthesis system. The original scene captured by a depth camera contains a texture image and 8 bit gray-scale depth map. From this original image, multi-view images can be synthesized which correspond to viewer's position by using geometrical transformation such as a rotation and a translation. The proposed face tracking technique gives a motion parallax cue by different viewpoints and view angles. In the proposed algorithm, tracking of viewer's dominant face initially established from camera by using statistical characteristics of face colors and deformable templates is done. As a result, we can provide motion parallax cue by detecting viewer's dominant face area and tracking it even under a heterogeneous background and can successfully display the synthesized sequences.

A New Focus Measure Method Based on Mathematical Morphology for 3D Shape Recovery (3차원 형상 복원을 위한 수학적 모폴로지 기반의 초점 측도 기법)

  • Mahmood, Muhammad Tariq;Choi, Young Kyu
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.6 no.1
    • /
    • pp.23-28
    • /
    • 2017
  • Shape from focus (SFF) is a technique used to reconstruct 3D shape of objects from a sequence of images obtained at different focus settings of the lens. In this paper, a new shape from focus method for 3D reconstruction of microscopic objects is described, which is based on gradient operator in Mathematical Morphology. Conventionally, in SFF methods, a single focus measure is used for measuring the focus quality. Due to the complex shape and texture of microscopic objects, single measure based operators are not sufficient, so we propose morphological operators with multi-structuring elements for computing the focus values. Finally, an optimal focus measure is obtained by combining the response of all focus measures. The experimental results showed that the proposed algorithm has provided more accurate depth maps than the existing methods in terms of three-dimensional shape recovery.

Feature Selection of Training set for Supervised Classification of Satellite Imagery (위성영상의 감독분류를 위한 훈련집합의 특징 선택에 관한 연구)

  • 곽장호;이황재;이준환
    • Korean Journal of Remote Sensing
    • /
    • v.15 no.1
    • /
    • pp.39-50
    • /
    • 1999
  • It is complicate and time-consuming process to classify a multi-band satellite imagery according to the application. In addition, classification rate sensitively depends on the selection of training data set and features in a supervised classification process. This paper introduced a classification network adopting a fuzzy-based $\gamma$-model in order to select a training data set and to extract feature which highly contribute to an actual classification. The features used in the classification were gray-level histogram, textures, and NDVI(Normalized Difference Vegetation Index) of target imagery. Moreover, in order to minimize the errors in the classification network, the Gradient Descent method was used in the training process for the $\gamma$-parameters at each code used. The trained parameters made it possible to know the connectivity of each node and to delete the void features from all the possible input features.

Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
    • /
    • v.27 no.2
    • /
    • pp.207-215
    • /
    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

Hybrid Tone Mapping Technique Considering Contrast and Texture Area Information for HDR Image Restoration (HDR 영상 복원을 위해 대비와 텍스쳐 영역 정보를 고려한 혼합 톤 매핑 기법)

  • Kang, Ju-Mi;Park, Dae-Jun;Jeong, Jechang
    • Journal of Broadcast Engineering
    • /
    • v.22 no.4
    • /
    • pp.496-508
    • /
    • 2017
  • In this paper, we propose a Tone Mapping Operator (TMO) that preserves global contrast and precisely preserves boundary information. In order to reconstruct a High Dynamic Range (HDR) image to a Low Dynamic Range (LDR) display by using Threshold value vs. Intensity value (TVI) based on Human Visual System (HVS) and contrast value. As a result, the global contrast of the image can be preserved. In addition, by combining the boundary information detected using Guided Image Filtering (GIF) and the detected boundary information using the spatial masking of the Just Noticeable Difference (JND) model, And improved the perceived image quality of the output image. The conventional TMOs are classified into Global Tone Mapping (GTM) and Local Tone Mapping (LTM). GTM preserves global contrast, has the advantages of simple implementation and fast execution time, but it has a disadvantage in that the boundary information of the image is lost and the regional contrast is not preserved. On the other hand, the LTM preserves the local contrast and boundary information of the image well, but some areas are expressed unnatural like the occurrence of the halo artifact phenomenon in the boundary region, and the calculation complexity is higher than that of GTM. In this paper, we propose TMO which preserves global contrast and combines the merits of GTM and LTM to preserve boundary information of images. Experimental results show that the proposed tone mapping technique has superior performance in terms of cognitive quality.