• Title/Summary/Keyword: 페인팅

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Kinect depth map enhancement using boundary flickering compensation (경계 흔들림 보정을 이용한 키넥트 깊이 영상의 품질 향상 기법)

  • Lee, Gyucheol;Kwon, Soonchan;Lim, Jongmyeong;Han, Jaeyoung;Yoo, Jisang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.11a
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    • pp.25-28
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    • 2012
  • 본 논문에서는 키넥트(Kinect)에서 획득한 깊이 영상의 품질을 향상시키는 기법을 제안한다. 키넥트는 마이크로소프트사에서 출시한 카메라로 깊이 영상과 컬러 영상을 획득 할 수 있다. 하지만 적외선 패턴을 이용한 깊이 영상의 획득 방법의 한계로 인해 객체의 경계 주변으로 홀 및 잡음이 생긴다. 따라서 정확한 깊이 영상을 얻기 위해서는 깊이 영상의 품질 향상이 필수적이다. 일반적으로 깊이 영상의 홀을 채울 때, 인페인팅(inpainting) 또는 결합형 양방향 필터(joint bilateral filter) 등의 기법을 사용한다. 그러나 이러한 기법들의 경우 한 장의 영상만을 이용하기 때문에 객체 경계 주변의 흔들림 현상을 보정할 수 없다. 제안하는 기법에서는 먼저 수행속도가 빠른 가우시안 필터를 이용하여 경계 주변의 홀을 채운다. 이전 프레임의 컬러 영상을 그레이 영상으로 변환한 다음에 그레이 영상과 깊이 영상의 값의 변화를 분석하여 흔들림 화소를 찾아 이전 깊이 영상들 중 최대 화소 값으로 변환함으로써 깊이 영상의 경계 흔들림 현상을 줄일 수 있다. 실험을 통해 제안하는 기법이 기존의 방법들 보다 우수하다는 것을 확인하였다.

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A Study on the MRC and EGC in Nakagami-m Fading Channel (나까카미-m 페이딩 채널에서 최대비합성과 동이득합성에 관한 연구)

  • Lee, Kwan-Houng;Lee, Myung-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.5 s.43
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    • pp.195-201
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    • 2006
  • In multicarrier code division multiple access(MC-CDMA), the total system bandwidth is divided into a number of sub-bands, where each subband may use direct-sequence(DS) spreading and each subband signal is transmitted using a subcarrier frequency. In this paper, the system performance analysis of MC-CDMA using to gain combining(EGC) and maximal ratio combining(MRC) method over frequency selective Nakagami-m fading channel is analyzed. In the proposed system, a data sequence is serial-to-parallel converted, and MC-CDMA is used on each of the parallel data streams. The data streams are spread at both the symbol fraction level and at the chip level by the transmitter. In this paper, the compare to analysis,two standard diversity combining techniques, EGC and MRC, The good performance of system using to MRC more than EGC

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Effect of Nafion Membrane Etching for Proton Exchange Membrane Fuel Cell (고분자전해질형 연료전지에서 Nafion막 에칭의 영향)

  • Park Kwon Pil;Cho Gyou Jin;Lee Gun Jik;Chun Hai Soo
    • Journal of the Korean Electrochemical Society
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    • v.2 no.4
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    • pp.190-194
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    • 1999
  • Etched Nafion membrane and electrode assemblies were fabricated and those performances were observed in PEMFC. Adhesion of membrane to electrode increased with abrasion of membrane surface. Membrane surface ething results in reduction of hot pressing temperature, as a consequence, in improving of cell performance. It was found that Nafion etching was effective in painting method. The optimum content of electrode catalyst should be selected according to etching intensity.

Painterly Rendering using Density of Edges (에지 밀도를 이용한 회화적 렌더링)

  • Lee, Ho-Chang;Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.10 no.2
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    • pp.187-199
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    • 2007
  • The purpose of painterly rendering is to express real painting work from input image. For expression of real pain ting impression, drawing condition is one of main element. In this paper, we propose new algorithm for using density of edges. Drawing condition of new algorithm uses color difference and density of edges. And for finding next position from current position, we used dynamic grid. We did direction interpolation for coherence direction. Also using various texture brush, we express the feel of a material effective. We show results of images rendered more realistic oil painting effect, and discuss long-term goals for more effective result.

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Image expression of simulacre in fashion photography- Focusing on - (패션사진에 나타난 시뮬라크르의 이미지 표현 - <보그 라이크 어 페인팅전(展)>을 중심으로 -)

  • Sero, Lee;Mijeong, Kwon;Sookhyun, Park
    • The Research Journal of the Costume Culture
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    • v.30 no.6
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    • pp.861-879
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    • 2022
  • Simulacre means a copy of the original, an ostensible representation of someone or something. This study closely looks at the 2017 <VOGUE like a painting exhibition> hosted by the fashion magazine Vogue. The purpose of this study is to use both theoretical and empirical analysis to analyze the simulacre developed in fashion photographs inspired by famous paintings in the exhibition booklet. The booklet is divided into four sections: portrait, rococo, landscape painting, from avant-garde to pop art. It also contains 55 pieces comparing the original masterpieces to the works of 26 photographers inspired by them. The fashion photographs were analyzed using Jean Baudrillard's four stages of simulacre transformation: represent, denature, dissimulate, and replace image change theory. The degree of simulacre expression was indicated three times on a four-point Likert scale by five fashion majors, and the results were integrated and analyzed. As a result, in fashion photography, simulacre-due to the development of photography technology and the photographer's artistry-appeared in various ways; image denature was most preferred, followed by dissimulate, represent, and replace. This study shows that image analysis of fashion photo-graphs and applying the perspective of simulacre when creating artworks can be a way to obtain rich qualitative data in the future.

Moving Pictogram, a Suggestion for the Digital Native Generation (디지털 네이티브 세대를 위한 제안, 움직이는 픽토그램)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1017-1024
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    • 2017
  • The development of technology has brought changes in content media. Starting from voice and sound media in the oral era, through text and painting, the realism has led to the development of visual media plus sound and image media. What we should consider here is not only the one-sided influence of change in the media due to the development of technology, but also the understanding, concentration, and commitment of information depending on which generation has access to the media Therefore, we focus on the digital native generation that uses digital as main media. The features of the digital native generation include the ability to process visual information quickly, multi-tasking, and divisionism. In this paper, we propose a moving pictogram for the digital native generation, and a moving pictogram for exit pictogram which shows limitation. The new dynamic pictograms that fit to the characteristics of the digital native generation, as well as interactive dynamic pictograms, are areas of thought and research on which this paper can be regarded as the first step.

A study on Check Pattern of Nail Art (네일 아트에 나타난 체크 패턴에 관한 연구)

  • Jeong, Seung-Eun;Kim, Jeong-Mee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.1
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    • pp.53-68
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    • 2015
  • The purpose of this study is to analyze check pattern of nail art from 2011 to 2013. The results of this study are as follows; 1) Check pattern of nail art is total 257 patterns, and there are 84 argyle, 29 tartan, 24 harlequin, 24 over, 23 window-pane, 15 stitcheds, 13 hound tooth, 10 block, 10 madras, 8 gingham, 8 gradation, 7 shepherd, and 2 tattersall check patterns. Through this result, in nail art, the relatively simple patterns such as a vertical pattern, a horizontal pattern, and cross or overlap diagonal line are used more than elaborate and complex check patterns of a fibrous tissue from a weaving process. 2) In check pattern of nail art, N-affiliated color and R-affiliated color are remarkably well-used, because of the effects of argyle, tartan, window-pane, harlequin, stitched, over, and hound tooth check patterns used the most during the past three years. Especially, most tartan, harlequin, over, and hound tooth check patterns use their own special colors such as R-affiliated colors and N-affiliated colors as it is, and argyle, window-pane, stitched, and over check patterns use well by arranging N-affiliated colors and R-affiliated colors. 3) The most used expressive technique is hand painting to express check pattern in nail art, because new products related to UV gel are well launched. These materials can draw fine line that is hard to express by existing polish easily and simply, and not only have set quickly hard, so procedure time is very short, so it is compatible to draw check pattern personally, but also it is well covered, so check pattern is more clearly expressed.

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A study on improvement of painting quality through a de-painting phenomenon of KUH-1 tail blade (한국형 기동헬기 꼬리 날개 디페인팅 현상을 통한 도장 품질 향상에 관한 연구)

  • Chang, In-Ki;Kim, Young-Jin;Seo, Hyun-Soo;Jeon, Boo-Il
    • Journal of Korean Society for Quality Management
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    • v.42 no.3
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    • pp.325-338
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    • 2014
  • Purpose: The purpose of this study was to explain de-painting phenomenon of KUH-1 tail blade and to propose useful solution of it by test. The proposed solution was evaluated by real flight, and then it applied to mass product to improve the paint qual ity of KUH-1 tail blade. Methods: This study investigated an adhesive ability of primer following surface sanding condition. The cross cut and scratch test were conducted to evaluate the adhesive strength. And the water flow test was designed to simulate a real flight condition under rain. Through water flow test, an optimal condition of tail blade to prevent a de-painting phenomenon was deduced. Finally, the improvement method was evaluated by real flight under rain. Results: The results of this study are as follows; The sequential polishing was most excellent method in primer painting quality. The results of test including cross cut, scratch and water flow showed that MIL-DTL-53039 paint with epoxy primer has excellent adhesive ability. To proof the effect of improvement, a real flight during a rain condition was conducted. Finally, the comparison between original and improved configuration was conducted. Conclusion: The painting quality of KUH-1 tail blade was improved through deriving an optimal painting condition. In detail, a condition of optimal sanding and a sort of primer and paint was showed. Finally, the reliability of tail blade was guaranteed through improving the quality of painting.

Painterly rendering using density of edges (에지 밀도 정보를 이용한 회화적 렌더링)

  • Lee, Ho-Chang;Park, Young-Sup;Seo, Sang-Hyun;Yoon, Kyung-Hyn
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.4
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    • pp.7-15
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    • 2006
  • The ultimate objective of painterly rendering is to express an inputted image as if it is hand drawn. The factors to express this painterly effect are thickness of the brush, direction, texture and the establishment of criteria judging if the produced brush will be drawn on to the canvas. In this paper, the algorithm using density of the edges in determining the criteria whether the brush will be drawn onto the canvas is proposed. Density of edges refers to the quantity of edge in the specific area. And uses the method of finding the location of the brush to be drawn as a unit of dynamic grid as well as expressing consistent directional through direction interpolation. Also, the texture is expressed using various textured brushes. Considering density of edges,We can express detailed area and abstract area. And it result in more human effect of oil painting.

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ZBrush 3D animation character modeling using ZSphere (ZSphere를 활용한 ZBrush의 3D애니메이션 캐릭터모델링)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1312-1317
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    • 2012
  • ZSphere of ZBrush can be added to the canvas, and most of all, added to the existing ZSphere as mobile geometrical objects. For example, arms can be produced out of the globoid in the progress of an intermediate step. characters with multiple limbs can be produced easily in this way. With Zsphere, several Child Spheres can be produced out of single Sphere, then these can be parents spheres, and can connect other Child Spheres. In this paper, by making each form through these processes, 3D characters were modeled to shape easily and rapidly. Since 3D objects can be added, rotated, and moved, they can interact smoothly with Z-depth of campus. To place these objects on the screen, paint, build fixed perspective image, smerge pixols and transform 3D objects, diverse transforming tools and sculpturing tools were used. The characters were designed in the way that first, the finished 3D characters were transformed into poly, then each side was restructured rapidly with Topology.