• Title/Summary/Keyword: 해칭

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Shadow Techniques in Real-time Hatching Rendering (실시간 해칭 렌더링에서 그림자 기법)

  • Kim, Chan-Soo;Kim, Dae-Myung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.806-810
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    • 2006
  • The research of computer graphics is divided into two parts of photorealistic rendering and non-photorealistic rendering. The purpose of non-photo realistic rendering is to make image like cartoon, water-color, hatching etc. In this paper, we study for real-time hatching rendering and shadow techniques and we combine two techniques to make real-time hatching shadow. In shadow techniques we apply projected texture shadow to hatching rendering. Eventually, we introduce natural real-time hatching shadow through comparison and analysis.

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Pencil Hatching Effect using Sharpening and Blurring Spatial Filter (샤프닝과 블러링 필터를 이용한 연필 해칭 효과)

  • Ma, Jang-Yeol;Yong, Han-Soon;Park, Jin-Wan;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.8-12
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    • 2005
  • 본 연구에서는 영상에 간단한 공간 필터를 적용하여 연필 해칭 효과를 갖는 영상을 만들어 내는 방법을 제안한다. 해칭 스타일의 톤 생성을 위하여 모션 블러링을 이용해서 입력 영상에 방향성을 주고, 샤프닝과 블러링으로 연필 해칭 효과를 만들어 낸다. 이렇게 만들어진 영상은 영상 전체에 같은 방향으로 해칭한 것 같은 효과를 가진다. 모션 블러링을 각기 다른 방향으로 적용한 영상들을 합성하면 크로스 해칭의 효과를 만들 수 있다. 여기에 소벨 필터를 사용해서 원본 영상의 에지를 검출해서 함께 합성하여 해칭을 이용한 연필화를 생성한다.

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Recognition of Hatched-Area from Region Information of Object and Vectorized Interpretation Lines (객체의 영역 정보와 벡터화된 설명선으로부터 해칭 영역의 인식)

  • Jung, Yoon-Su;Oh, Sang-Keun;Lee, Byung-Kil;Park, Kil-Houm
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.3
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    • pp.842-850
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    • 1998
  • In this paper, we propose a method that recognize hatched area based on segmentation and vectorization of a machine drawing. This recogntion of hatched area is composed of three parts. First, the proposed method segments an object, arrowheads and interpretation lines from the machine drawing and vectorizes the object and interpretation lines. Second, closed-loops are labeled with the vectorized objects, and then candidates of hatched areas arc determined. Finally, by recognizing hatched lines included in hatched areas, recognition of the hatched areas is completed. The proposed method is more useful in extracting and recognizing the hatched areas.

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Real-time Image-space Hatching (실시간 영상 공간 해칭 -GPU 기반 실시간 픽셀 단위 영상공간 해칭-)

  • Kim, Yong-Jin;Lee, Seung-Yong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.459-462
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    • 2009
  • Hatching is an effective artistic tool for conveying shape and shading by placing parallel line strokes on drawing objects. We present a simple and effective per-pixel image-space hatching method to draw line strokes using given stroke directions. Our hatching method directly runs on the screen and it can efficiently render highly complex scenes in hatching styles. We implement the algorithm using a pixel shader in a modern GPU.

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Characteristics of Absorption Heat Transfer on Micro-Scale Hatched Tubes with Different Surface Roughness (미소해칭 전열관의 표면거칠기에 따른 흡수열전달 특성)

  • 조현철;김춘동;김익생;박찬우;강용태
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.14 no.8
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    • pp.641-647
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    • 2002
  • Objectives of this paper are to investigate the effect of roughness of micro-hatching tubes on the absorption performance and to develop on experimental correlation of Nusselt as a function of the roughness. Three different micro-scale hatched tubes and a bare tube were tested in the present experiment. $H_{2}O/LiBr$ solution is used as working fluid. It was found that absorption performance of micro-scale hatched tubes were improved upto 2 times with an error band of ${\pm}25%$ compared with the bare tube. An experimental correlation of Nusselt was developed as a function of the roughness.

Sketch Style Effect using Spatial Filter (공간 필터를 이용한 스케치 스타일 효과)

  • Kim, Seung-Wan;Gwun, Ou-Bong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.86-93
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    • 2009
  • In this paper, we propose a method that generates a sketch likely to be drawn by a human from a real image(a computer generated image or a photo image). The method can create human friendly images with pen strokes by using image processing techniques such as spatial filters. In order to create the human friendly image, first, we made the tiny unnecessary contours. Second, we made the second image by inverting the first image and performed a processing similar to the first processing. Last, we subtracted the second image from the first image and added a hatch to it. The sequence of processing enables us to generate a human friendly image with line shading, likely to be sketched by water pen compared to the past method(pencil hatching and sketch effects). Also the proposed method can represent the sketch effects more effectively with applying different hatch to the shading area of a input image.

Experimental Correlation of Wettability for Micro-scale Hatched Tubes (미소해칭 전열관의 젖음률에 대한 실험적 상관식)

  • 김진경;박찬우;이경엽;강용태
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.15 no.1
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    • pp.19-24
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    • 2003
  • The objectives of this paper are to develop a new method of wettability mea-surement and to study the effect of surface roughness on the wettability in a $H_2O$/LiBr falling film absorber. Two absorber tubes with micro-scale roughness and a bare tube are tested in a falling film absorber installed in a test rig. Inlet solution temperature, concentration and mass flow rate are considered as key parameters. A new method is proposed to estimate the wettability of a tube by measuring a minimum mass flow rate to wet the tube completely. The wettability for the structured surfaces was higher than that for the bare tube. The wettability decreased linearly along the vertical location. The wettability increased with increasing the solution temperature and the solution mass flow rate. The experimental correlations of the wettability for the bare and the micro-hatched tubes were developed with error bands of$\pm20%\;and\;\pm10%$, respectively. This work can be used in the design of absorbers with micro-scale roughness.

Comic-Book Style Rendering for Game (게임을 위한 코믹북 스타일 렌더링)

  • Kim, Tae-Gyu;Oh, Gyu-Hwan;Lee, Chang-Shin
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.81-92
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    • 2007
  • Nowadays, many computer games based on NPR(Non-photorealistic Rendering) techniques have been developed due to their distinctive visual properties. However, only limited methods of NPR techniques have been exploited in producing computer games and amongst them cartoon-style rendering techniques especially has had the special interest. In the paper, we suggest an effective rendering method of comic-book style that will be applicable to computer game. In order to do, we first characterize the properties of comic-book from comparing two visuals: celluloid animation and comic-book. We then suggest a real-time rendering method of comic-book style represented by outline sketch, tone, and hatching. We finally examine its effectiveness by observing the game developed using the method.

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A Black and White Comics Generation Procedure for the Video Frame Image using Region Extension based on HSV Color Model (HSV 색상 모델과 영역 확장 기법을 이용한 동영상 프레임 이미지의 흑백 만화 카투닝 알고리즘)

  • Ryu, Dong-Sung;Cho, Hwan-Gue
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.12
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    • pp.560-567
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    • 2008
  • In this paper, we discuss a simple and straightforward binarization procedure which can generate black/white comics from the video frame image. Generally, the region of human's skin is colored white or light gray, while the dark region is filled with the irregular but regular patterns like hatching in most of the black/white comics. Note that it is not enough for simple threshold method to perform this work. Our procedure is decoupled into four processes. First, we use bilateral filter to suppress noise color variation and reserve boundaries. Then, we perform mean-shift segmentation for each similar colored pixels to be clustered. Third, the clustered regions are merged and extended by our region extension algorithm considering each color of their regions. Finally, we decide which pixels are on or off using by our dynamic binarization method based on the HSV color model. Our novel black/white cartooning procedure was so successful to render comic cuts from a well-known cinema in a resonable time and manual intervention.

Research on the Productions of Analog Pens within the Smart Media (스마트 미디어에서의 아날로그 펜화기법 제작 연구 -어플리케이션 "스케치 플러스"를 중심으로)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.413-421
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    • 2016
  • This research, mainly focused on the development of the iPhone exclusive app 'Sketch Plus', is on the production of pens within the smart media. Our goal is to develop and reproduce pens with surreal rendering as a base and during that process, describe the fusing process of design perspectives and algorithms. This research comprehends the concept of surreal rendering, which is a technique that mimics traditional art forms, and suggests 15 pen techniques and ways to display them by analyzing previous research on smart media. We have described the process of using hatching patterns and resused to solve lag problems that occur during the reproduction of pen techniques due to the limitations of smart devices and organized the conversion process of pen patterns into 4 steps: rough sketch, contrast, applying and mimicking patterns, and applying color. We hope that this research on the reproduction of analog pen techniques can be used as an example for production on fused surreal rendering.