• Title/Summary/Keyword: 텍스쳐 이미지 분석

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A Study on the Feature Extraction using the Wavelet Transform in Satellite Remote Sensing Image (웨이브렛 변환을 이용한 원격탐사 이미지 데이터의 특징 추출에 관한 연구)

  • 전영준;김진일
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2000.08a
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    • pp.237-240
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    • 2000
  • 본 논문에서는 원격탐사 이미지 데이터의 분석과정중의 하나인 이미지의 분류를 위해서 적용되는 다중분광 영상에서 특징 추출을 위한 효율적인 방법을 제안한다. 즉, 웨이브렛 변환을 이용하여 위성탐사 이미지 데이터의 특성을 분석하여 실제 이미지 분류에 기여도가 높은 특징을 추출하는 방법을 제안하였다. 효과적인 특징을 추출하기 위하여 이미지 데이터의 텍스쳐 특징을 이용하였다.

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Classification for landfast sea ice types in Greenland with texture analysis images (텍스쳐 이미지를 이용한 그린란드 정착빙의 분류)

  • Hwang, Do-Hyun;Hwang, Byong-Jun;Yoon, Hong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.4
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    • pp.589-593
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    • 2013
  • Remote sensing of SAR images is suitable for sea ice observations to obtain the sea ice data if clouds or weather conditions change. There are various types of sea ice, classification results can be seen more easily to detect the change by types of sea ice. In this study, we classified the image by supervised classification method, which is minimum distance was used. Also, we compared the overall accuracy when compared to the results with classification result of SAR images and the result of texture images. When using Radarsat-2 texture images, the overall accuracy was the highest, generally, when using the SAR images had higher overall accuracy.

The Design of the Perspective Texture Mapping in Rasterizer Merged Frame Buffer Technology (래스터라이저-프레임버퍼 혼합 구조에서의 원근투영 텍스쳐 매핑의 설계)

  • Lee, Seung-Gi;Park, Woo-Chan;Han, Tack-Don
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.04a
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    • pp.293-298
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    • 2000
  • 최근 3차원 그래픽스 분야는 기존의 단순 이미지의 처리가 아닌 보다 나은 화질과 보다 많은 기법의 도입이 요구되어 지고 있다. 이에 본 논문에서는 가장 기본적인 실감영상의 표현 기법인 텍스쳐 매핑 기법에 대하여 논하였고, 3차원의 객체 공간에서 2차원의 스크린 공간으로의 변환으로 인해 생길 수 있는 문제점과 렌더링 알고리즘에 대해 분석하였으며, 이에 부합하는 렌더링 시스템을 설계, 분석하였다. 또한 본 시스템은 고성능 3차원 그래픽 처리를 위하여 채택되어지고 있는 프로세서-메모리 집적 방식을 이용, 래스터라이징 유닛과 프레임버퍼를 단일 칩으로 구성하여 렌더링과 텍스쳐 매핑 과정에서 발생할 수 있는 지연현상을 제거하였다.

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The study on using Maya Mental Ray Linear Work Flow (멘탈레이 리니어 워크플로우 활용 연구)

  • Kim, Wanyoung;Yoon, Youngdoo
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.161-162
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    • 2013
  • 본 논문에서는 Mental ray 렌더러를 통해 렌더링 된 이미지의 색감과 사실적인 빛의 감쇠효과를 위해 사용되는 Color Management를 활용한 Linear Work Flow 작업과정을 제시하고 그 이론적인 배경을 설명하고자 한다. 디지털로 사용되는 대부분의 이미지 포맷은 모든 모니터에서 동일한 색감을 표현하기 위해 sRGB라는 표준화된 형식을 사용하고 있다. 하지만 Mental ray는 기본적으로 감마 커브가 1.0으로 이루어진 이미지를 렌더링한다. sRGB가 가지고 있는 2.2의 감마커브와 차이가 발생함에 따라 사용자가 원하는 색감을 얻어내기 어렵다. 반면에 Color Management를 활용해 렌더링 된 이미지의 감마 커브를 수정해주면 3D 소프트웨어로 사용 된 텍스쳐의 원본 색감을 렌더링 후에도 유지할 수 있다. 또한 라이팅의 감쇠(Decay)와 산란에도 영향을 주어 보다 풍부한 색감의 이미지를 얻게 된다. 본 연구에서는 Autodesk Maya의 Mental Ray를 이용해 실험을 하고 Color Management를 활용한 이미지와 그렇지 않은 이미지를 비교 분석한다. 연구의 범위는 제품 렌더링을 위한 스튜디오 라이팅 기법으로 한정하였다.

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Analysis of MPEG-7 Visual Descriptors for Data Indexing (인덱싱을 위한 MPEG-7 시각 정보 기술자 분석)

  • Park, Joo-Hyoun;Nang, Jong-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.175-177
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    • 2005
  • 검색된 정보의 정확성과 검색 속도는 정보 검색 시스템의 성능 평가에 있어서 매우 중요한 요소이다. MPEG-7 시각 정보 기술자는 예제 기반 이미지/비디오 검색 시스템을 구성할 때 사용할 수 있는 저급 수준시각 정보에 대한 표준화된 기술을 의미한다. 제안된 기술자는 검색 결과의 정확성에 대해서는 검증을 받은 상태이지만, 고차원 데이터이거나 시간 복잡도가 큰 매칭 함수를 가지고 있어 순차 검색을 할 경우 매우 많은 검색시간을 필요로 한다. 일반적으로 이러한 문제를 해결하기 위해 인덱스 정보를 구성하여 검색에 적용하는 방법이 주로 사용된다. 본 논문에서는 MPEG-7 시각 정보 기술자중 이미지 검색 시스템에 이용할 수 있는 색상 기술자와 텍스쳐 기술자, 그리고 외형 기술자를 인덱스 정보 구성 관점에서 분석하였다.

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Animation of Snowy Scenery Using Texture Mapping and Particle Systems (텍스쳐 매핑과 파티클 시스템을 이용한 눈 내리는 전경의 애니메이션)

  • Lee, Sang-Rak
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.3-9
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    • 2003
  • This paper deals with animation of snowy scenery using texture mapping and particle system. Two different OpenGL programs were prepared and compared for implementation and evaluation of their performance. One used glPointSize(), and the other used glut SoildSphere(). Result of implementation revealed that the first was faster than the second. So the first is considered to be more useful for the slow PC. In relation to the first method, I found that control of shape of snow flake conflicts with that of color. Fortunately, I found out an esoteric method which handles the back ground image for scene that is used in texture mapping, I present that method.

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A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.

A Study on Restoration and Utilization of Recorded Archaeological Data (기록화된 고고자료의 복원과 활용방안에 대한 연구)

  • Heo, Ui-Haeng
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.723-731
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    • 2017
  • The restoration of archaeological data was carried out using photographs and drawings left as past records. It can be divided into ruins and artifacts. The restoration of the ruins was performed by modeling the individual parts and parts left by the photographs, aligning them and synthesizing them, and reconstructing them three-dimensionally as one object. Restoration of artifacts was performed on both photographs and drawings. After the modeling work is prioritized through the photographs, there is a method of restoring the original image by modifying the texture image of the damaged part of the modeled artifact, or restoring the original image by modeling and synthesizing the deleted part in the artifact. The restoration of the artifacts through the drawings was carried out by three - dimensional modeling and reconstruction through real mapping of images. The reconstructed archaeological data can be used in various directions. In particular, it is possible to verify and compare the results of the numerical analysis and interpretation of the past 2D data, and to provide a more accurate analysis plan in the future.

Line Segments Matching Framework for Image Based Real-Time Vehicle Localization (이미지 기반 실시간 차량 측위를 위한 선분 매칭 프레임워크)

  • Choi, Kanghyeok
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.2
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    • pp.132-151
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    • 2022
  • Vehicle localization is one of the core technologies for autonomous driving. Image-based localization provides location information efficiently, and various related studies have been conducted. However, the image-based localization methods using feature points or lane information has a limitation that positioning accuracy may be greatly affected by road and driving environments. In this study, we propose a line segment matching framework for accurate vehicle localization. The proposed framework consists of four steps: line segment extraction, merging, overlap area detection, and MSLD-based segment matching. The proposed framework stably performed line segment matching at a sufficient level for vehicle positioning regardless of vehicle speed, driving method, and surrounding environment.

Soil Particle Shape Analysis Using Fourier Descriptor Analysis (퓨리에 기술자 분석을 이용한 단일 흙 입자의 형상 분석)

  • Koo, Bonwhee;Kim, Taesik
    • Journal of the Korean GEO-environmental Society
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    • v.17 no.3
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    • pp.21-26
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    • 2016
  • Soil particle shape analysis was conducted with sands from Jumujun, Korea and Ras Al Khair, Saudi Arabia. Two hundred times enlarged digital images of the particles of those two sands were obtained with an optical microscope. The resolution of the digital images was $640{\times}320$. By conducting digital image processing, the coordinates of the soil particle boundary were extracted. After mapping those coordinates to the complex space, Fourier transformation was performed and the coefficients of each trigonometry term were computed. The coefficients reflect the shape characteristics of the sand grains and are invariant to translation. To evaluate the shape itself excluding the size of the soil particle, the coefficient was normalized by the equivalent radius of soil particle; this is called Fourier descriptor. After analyzing the Fourier descriptors, it was found that the major characteristics of Jumunjin and Ras Al Khair sands were elongation and asymmetry. Furthermore, it was found that the particle shapes reflect the self-similar, fractal nature of the textural features. The effects of resolution on soil particle shape analysis was also studied. Regarding this, it was found that the significant Fourier descriptors were not significantly affected by the image resolution investigated in this study, but the descriptors associated with textural features were affected.