• Title/Summary/Keyword: 페인팅

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A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.682-691
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    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

Problems of Korean Mural Villages and Ways to Make Use of Digital Contents (한국 '벽화마을'의 문제점과 디지털 콘텐츠 활용 방안)

  • Eum, Yeong-Cheol
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.39-48
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    • 2015
  • In this research the problems and ways to improve the three mural villages and how to make use of digital contents have been sought. Three ways of solutions were searched for the problems. Firstly, The geographical and cultural advantages of the villages were not in practical use, so in long term, making proper brands of the villages is recommended. Secondly, most of the paintings are wall paintings. So in the aspects of esthetics, more wall paintings are encouraged to be made with ceramic works. Lastly, there should be various festivals in connection with the villages. Various smart phone applications should be prepared for easier use of digital contents such as sights, foods, and accommodation, Mural villages have become one of attractions for both local and foreign tourists. More tourists should feel free to visit the mural villages.

Nail art design utilizing the Four Gracious Plants (사군자를 소재로 한 네일아트 디자인)

  • Kim, Hyun A;Yang, Eun Jin
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.463-469
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    • 2021
  • The aesthetic value of Korea is rising in various fields through the use of designs using Korean materials. Korean materials contain oriental ideas and are widely used as materials for design development due to the uniqueness of its form. The purpose of this study is to present basic data of nail art design differentiated nail art designs required at the nail art industry site by producing nail works using Korean materials. Accordingly, We proceeded on the basis of theoretical consideration and empirical research for the development of nail art design, a field of beauty in this study, and made a Korean and unique nail art design work using the Four Gracious Plants. For this purpose, we considered theoretically the characteristics of nail art and the Gracious Plants, and made nail art design works derived from empirical research. The work was analyzed by color, texture, and design elements of form. Therefore, the mixed method of Nail Art and the Gracious Plants, which is the core of this study, is considered to be meaningful in laying the foundation for creative nail art design development.

Illusionary Immersion and Alienative Contemplation of Media: Focusing on the Cases of VR Media (미디어의 환영적 몰입과 이화의 관조: VR 미디어 사례를 중심으로)

  • Kim, Mookyu;Lee, Sangkhee;Kim, Jung Kyu;Han, Hyekyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.724-733
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    • 2022
  • The purpose of this paper is to explain the recipient's psychology, which results from the operation of media, from the perspective of the fluctuation between immersion and contemplation. Media allow to perceive and speculate about specific objects or meanings. In addition, the media perform the function of expanding or changing the objects of perception and thought. McLuhan or Luhmann's media theory emphasized this function of changing the state of perception by inducing a contemplative attitude. This notion is exemplified by interpretation of the visual media history. In this paper, the cases of film and computer game are discussed. In particular, it is considered that VR media causing strong immersion have also developed in a way that allows recipients to contemplate an virtually constructed reality. The commercialization of Tilt Brush and the experimentation of VR painting artwork are the examples for this dual development.

A Study on the HDRI Production Process and the Composite Method for CG-Based Realistic Rendering (CG 기반의 실사 렌더링을 위한 HDRI 제작공정 및 합성 방식 연구)

  • Byung Chun Lee;Kyung Su Kwon
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.4
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    • pp.199-204
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    • 2023
  • Production technologies in the imaging sector are innovating continuously and due to the visual experiences of powerful screen effects using 3D technologies, the public is now pursuing higher quality and more realistic visual effects. 3D production software with greater performance to realize this are now flooding the market, but artificial manual work and traditional hand-painting HDRI production methods still exist. There are few studies on new methods using HDRI production software using the computer's high performance data operations. In order to improve HDRI pipelines, this study links the two technological points of 'Nuke' and 'Photoshop' and it reduced production time and the improvements of quality were verified by using pipelines with new convergence methods.

A Depth-based Disocclusion Filling Method for Virtual Viewpoint Image Synthesis (가상 시점 영상 합성을 위한 깊이 기반 가려짐 영역 메움법)

  • Ahn, Il-Koo;Kim, Chang-Ick
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.48-60
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    • 2011
  • Nowadays, the 3D community is actively researching on 3D imaging and free-viewpoint video (FVV). The free-viewpoint rendering in multi-view video, virtually move through the scenes in order to create different viewpoints, has become a popular topic in 3D research that can lead to various applications. However, there are restrictions of cost-effectiveness and occupying large bandwidth in video transmission. An alternative to solve this problem is to generate virtual views using a single texture image and a corresponding depth image. A critical issue on generating virtual views is that the regions occluded by the foreground (FG) objects in the original views may become visible in the synthesized views. Filling this disocclusions (holes) in a visually plausible manner determines the quality of synthesis results. In this paper, a new approach for handling disocclusions using depth based inpainting algorithm in synthesized views is presented. Patch based non-parametric texture synthesis which shows excellent performance has two critical elements: determining where to fill first and determining what patch to be copied. In this work, a noise-robust filling priority using the structure tensor of Hessian matrix is proposed. Moreover, a patch matching algorithm excluding foreground region using depth map and considering epipolar line is proposed. Superiority of the proposed method over the existing methods is proved by comparing the experimental results.

Study on Geometric Figures on Body -Body Art- (신체에 표현된 기하학적 형태에 관한 연구 -바디아트 중심으로-)

  • 임미연
    • Journal of the Korea Fashion and Costume Design Association
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    • v.5 no.2
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    • pp.75-91
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    • 2003
  • This study analyzed descriptions about dots, lines, and sides which are used as a basic elements to express geometric figures as followings: -In the aspect of formative art, dots form images and feelings through their concurrence when make a slight move to coordinates. The concurrence can bring out either positive or negative images; -Lines have unlimited variation as a core measure in body art. They can make optimal effects with different lines such as straight and curved lines of human body; -Sides express not only effects of texture and perspective but also of space and solid by color effects. Expressive characteristics and geometric shapes can be classified by tattoo, henna and body painting: First, colorful tattoos are favored by Caucasian and original tattoos are mostly used by yellow and colored races in the way of scarification to get decorative effects. Recently, a rapid cycle of fashion change in tattoo figures has developed a tentative method of tattooing and a variety of decoration methods. It has made it a lot easier to change a pattern of a tattoo. Tattoos are now popular among people because they no longer have to suffer from pains when they get their body tattooed for a long time. Since tattoos boast their unique beauty which consists of most dynamic and attractive images among the types of body art. It will be one of the most favored make-up methods in the nearest future. Second, geometric designs used in henna include crosses, dots, straight lines, triangles, date palms, and so on. Henna has been particularly loved as an instant decoration by the public since it gradually disappears as time goes on. Third, body painting enables to draw a three-dimensional effect because of its close relation with body movements in a limited space. Each individual will have a different feeling appealed in their body painting. Body painting has been applied to many different areas, especially to theatrical art using lights, music and performance altogether producing impromptu and experimental works. Unlike other arts such as painting, sculpture, visual and industrial arts, body painting has mobility. Since it is painted on a three-dimensional human body, it can bear originality expressing realistic objects or animals and strengthen creative functions using body lines. Moreover, geometric designs can be diversified by the sexes. As a result of analysis, geometric designs expressed in body art seemed to transcend expressions of beauty and turned out to be another way of decoration. Body art has also been used as a way to express visual integration and consolidation dynamically not by human instinct but by social changes. The needs for body art will grow as the future comes nearer and be recognized as a new and fresh value. Formative elements of geometric figures deliver visual impressions combined with human body and finally create more various types of body art in harmony of body lines.

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Consider the directional hole filling method for virtual view point synthesis (가상 시점 영상 합성을 위한 방향성 고려 홀 채움 방법)

  • Mun, Ji Hun;Ho, Yo Sung
    • Smart Media Journal
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    • v.3 no.4
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    • pp.28-34
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    • 2014
  • Recently the depth-image-based rendering (DIBR) method is usually used in 3D image application filed. Virtual view image is created by using a known view with associated depth map to make a virtual view point which did not taken by the camera. But, disocclusion area occur because the virtual view point is created using a depth image based image 3D warping. To remove those kind of disocclusion region, many hole filling methods are proposed until now. Constant color region searching, horizontal interpolation, horizontal extrapolation, and variational inpainting techniques are proposed as a hole filling methods. But when using those hole filling method some problem occurred. The different types of annoying artifacts are appear in texture region hole filling procedure. In this paper to solve those problem, the multi-directional extrapolation method is newly proposed for efficiency of expanded hole filling performance. The proposed method is efficient when performing hole filling which complex texture background region. Consideration of directionality for hole filling method use the hole neighbor texture pixel value when estimate the hole pixel value. We can check the proposed hole filling method can more efficiently fill the hole region which generated by virtual view synthesis result.

변환시설 발생 해체금속폐기물의 용용제염처리

  • Hwang, Du-Seong;Kim, Dong-Ho;Lee, Gyu-Il;Choe, Yun-Dong;Park, Jin-Ho;Jeong, Un-Su
    • Proceedings of the Korean Radioactive Waste Society Conference
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    • 2009.06a
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    • pp.63-64
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    • 2009
  • 변환시설의 해체 시 발생한 해체폐기물은 2009년 현재까지 약 354톤이며, 이들 중 탱크, 배관, 반응기, 펌프류 동의 해체금속폐기물이 약 191톤으로 54% 를 차지하고 있다. 이들 해체금속폐기물은 제염 처리공정을 통하여 전량 자체처분폐기물로 전환시키는 것을 목표로 두고 있다. 이는 오염된 금속류를 효과적으로 제염한 다음 자체처분시킴으로서 방사성폐기물에 대한 처분비용을 저감할 수 있기 때문이다. 해체금속폐기물 중 스테인레스강 해체폐기물은 질산 용액을 사용한 초음파화학제염공정으로 제염한 후 자체처분폐기물로 53톤을 전환하였다. 탄소강 해체물의 경우 스팀제염공정으로 제염한 결과 제영 효율은 좋았으나 변환시설 가동 중 유지 보수를 위하여 페인팅을 하였던 해체물의 경우 페인트를 제거하지 않을 경우 스팀제염장치로는 제염이 안 되었다. 탄소강 해체금속폐기물은 약 117톤 발생하였으며, 이들 중 모터, 펌프 등을 제외한 제염 대상 폐기물은 약 80톤이며, 이들을 용융 제염 및 감용을 위하여 기초 연구를 수행한 결과를 바탕으로 약 180kg/batch 용량의 금속용융제염 설비를 제작 설치하여 탄소강 해체금속폐기물 용융제염 처리를 수행 중에 있다. 금속용융은 장치가 간단하고 폐기물 처리량이 비교적 적고 단속적인 운전에 매우 효과적인 고주파 유도로를 사용하였다. 용융장치는 고주파 발진장지와 용해로체로 구성된 고주파 유도설비와 냉각계통으로 구성된다. 고주파발진장치는 철제 200kg을 용해할 수 있는 용량을 갖추었으며, 실험 및 실제 처리 등 용해로체의 크기 변경이 필요할 경우에는 고주파발진기의 출력 주파수를 변경할 수 있게 하였다. 용융 장치의 발진기 부분의 입력전원은 3상, 440V, 60Hz 이며, 출력전원은 200kW, 출력주파수는 lkHz, 3kHz, 5kHz로 구성되어 있으며, 회당 180kg 의 폐기물을 용융할 시에는 3kHz로 고정하여 사용하였다. 용해로체 부분 중 고주파유도가열부는 heating coil 및 절연부로 구성되어 있고, 그 외 support frame과 lever로 구성되어 있다. 용해로체와 고주파 발진장치의 냉각을 위한 냉각설비는 냉각기와 냉매의 저장을 위한 저장조로 구성되어 있으며, 냉각기의 용량은 20RT 이다. 용융로체의 직경은 약 28cm로 크기가 큰 해체물의 장입이 어려워 작은 크기로 세절을 해야만 하며,용융로의 용량을 증가시킬 경우 해체물을 작은 크기로 세절하는 비용을 절감할 수 있을 것이다. 용융 중 시료 채취는 매 배치마다 수행하였으며, 그림3과 같은 시료 채취용 주형 틀에 국자모양의 채취기로 채취하였다. 해체물의 용융시 ingot를 생성하기 위해서 주형틀에 용융물을 장입하기 전 시료를 채취하였다 그림4는 생성된 ingot이며, 이들의 방사능 농도는 배치마다 차이는 있지만 최대 0.05 Bq/g 이하로 나타나 자체처분 폐기물로 전량 전환 가능하였다 그림5 는 해체물에 함유된 우라늄과 불순물을 제거한 슬래그로 방사능농도는 약 12Bq/g 으로 나타났으며, 이들의 발생량은 약 3wt% 정도로 폐기물 발생량이 작았다. 따라서 금속폐기물의 경우 용융제염으로 처리할 경우 폐기물 발생량을 최대로 줄일 수 있어 처리 효율이 기타 처리 공정보다 효율적인 것으로 판단된다.

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Nail Art Convergence Design Application of Neo-pop Art Works -Focusing on Artistic Works by Jean Michel Basquiat, and Takashi Murakami- (네오 팝 작품을 응용한 네일아트 융합디자인 -장 미쉘 바스키아, 무라카미 다카시 작품을 중심으로-)

  • Bae, Se-Ji;Kang, Eun-Ju
    • Journal of the Korea Convergence Society
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    • v.7 no.2
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    • pp.119-127
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    • 2016
  • The aim of this study is to contribute to the idea of creative design by presenting nail art designs in which neo pop art converges with nail art techniques. For this purpose, this study analysed the artistic worlds of Jean Michel Basquiat and Takashi Murakami as representative artists of neo pop art and used examples of their art as motivation based on Internet data and relevant books. Also this study analysed the concept and expressive techniques used in nail art, and for the nail art techniques of: hand painting, see-through, etching, nail patches, 3D, and airbrushing in order to create six nail art designs using artistic works by three artists as motivation. Based on this, this study presented creative and unique nail designs with artistic works by neo pop artists as motivation. It is hoped that this study will contribute to further use of characteristic and diverse nail designs and is helpful in promoting the capability of nail artists and activate the nail art scene. It is expected that research on nail art design will be expanded and developed through convergence with diverse design areas in the future.