• Title/Summary/Keyword: 2D 그래픽스

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Analysis of paper map images for acquiring 3D terrain data (3차원 지형 자료 획득을 위한 지도 영상 분석)

  • LEE, JIN SEON
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.68-76
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    • 1996
  • One of the major problems in GIS(Geographical Information Systems) involves acquiring 3-D terrain data. Because conventional methods such as land surveying or analysis of aerial photographs are costly, the method of using existing paper maps has been gaining considerable attention. This method demands three processing steps: 1) extraction of contours, 2) assignment of height values to the extracted contours, 3) reconstruction of 3-D terrain data. In this paper we systematically develop a procedure for acquiring 3-D terrain data from contour solutions. For the first two steps, we describe the necessary operations and roughly sketch solutions. For the last step, we propose an efficient raster-based algorithm and present the results of experiments with existing paper map images.

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A Visual Expression in Fashion Illustration using 2D Graphics (2D 그래픽스를 활용한 패션 일러스트레이션의 시각적 표현 양상)

  • Choi Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.13 no.4 s.57
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    • pp.550-563
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    • 2005
  • These days, photoshop and illustrator program can make a fashion illustration express easily and speedily, And they can also express a feeling and sensitivity of fashion illustrator by a tool and effect more than a manual work's media. The purpose of this study was to analyze a visual expression and characteristics in fashion illustration using 2D graphics. The method of this study was to analyze the fashion illustration books using 2D graphics. The visual expressions in fashion illustration using 2D graphics were as follows: Fashion illustration was based on a sketch or photography, and used a composition, drawing, mapping, painting, and manual work's re-touching. Characteristics of visual expression were as follows: First, a image composition was showed discontinuity and heterogeneity of image, new context and composition, and allowance of reality. Second, image transform was showed image overlap, body transformation by image recomposition, and deformed transformation by vector drawing. Third, hyper-real was showed precise touching, mechanical and neutral image, omission of background and focus of an object's characteristic and information. Fourth, following a realistic expression was showed simplified color, shading, dominant view point of fashion illustrator by omission, and daily lift style. Fifth, following a pictorial expression was showed non-fixed and irregular line, natural painting, and drawing and painting by conventional pictorial media. In conclusion, a photoshop and illustrator in 2D graphics will serve as a new media far fashion illustration with a manual work. And they will not only intensify a capacity as a commercial role of fashion illustration but also present a positive motive for students learning a fashion illustration.

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Parametric Modeling Approach to Represent 3D+t Coronary Arteries (3D+t 관상동맥표현을 위한 매개변수 모델링)

  • Song, Soo-Min;Lee, Yu-Bu;Choi, Yoo-Joo;Kim, Myoung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.50-54
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    • 2005
  • 본 논문은 관상동맥의 구조와 그 움직임을 사실적으로 표현하기 위한 매개변수적 모델링기법을 제안한다. 매개변수적 기법으로 생성된 모델은 메쉬 정점의 인덱스만으로 모델간 매칭을 위한 대응점을 찾을 수 있으므로, 시간대별로 달라지는 정점의 위치를 쉽게 추적함으로써 모델의 움직임을 표현할 수 있다. 그러나 이러한 기법으로 생성된 모델은 분리, 접합 등의 변형 조작이 어렵고, 트리형태 객체에 적용하기 힘든 단점이 있다. 본 논문에서는 이를 극복하기 위해 분할된 혈관영역의 골격데이타에서 찾아낸 분기점을 중심으로 Generalized Cylinder를 이용하여 실린더 형태의 각 혈관세그먼트를 모델링 한 후, 분기영역을 3 개의 하프파이프(half pipe)와 2 개의 삼각형 패치로 연결하여 모델링하였다. 완성된 모델은 다시점 관상동맥데이터에 적용하였고, 각 시점에서 구해진 정점의 위치를 선형보간함으로써 부드러운 혈관의 움직임을 나타내었다.

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Application of Multi-Resolution Modeling in Collaborative Design (협업 설계에서의 다중해상도 모델링 응용)

  • Kim, Taeseong;Han, Junghyun
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.2
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    • pp.1-9
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    • 2003
  • Information assurance(IA) refers to methodologies to protect engineering information by ensuring its availability, confidentiality, integrity, non-repudiation, authentication, access control, etc. In collaborative design, IA techniques are needed to protect intellectual property, establish security privileges and create "need to know" protections on critical features. Aside from 3D watermarking, research on how to provide IA to distributed collaborative engineering teams is largely non-existent. This paper provides a framework for information assurance within collaborative design, based on a technique we call role-based viewing. Such role-based viewing is achieved through integration of multi-resolution geometry and security models. 3D models are geometrically partitioned, and the partitioning is used to create multi-resolution mesh hierarchies. Extracting an appropriately simplified model suitable for access rights for individual designers within a collaborative design environment is driven by an elaborate access control mechanism.

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Video-Based Augmented Reality without Euclidean Camera Calibration (유클리드 카메라 보정을 하지 않는 비디오 기반 증강현실)

  • Seo, Yong-Deuk
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.3
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    • pp.15-21
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    • 2003
  • An algorithm is developed for augmenting a real video with virtual graphics objects without computing Euclidean information. Real motion of the camera is obtained in affine space by a direct linear method using image matches. Then, virtual camera is provided by determining the locations of four basis points in two input images as initialization process. The four pairs of 2D location and its 3D affine coordinates provide Euclidean orthographic projection camera through the whole video sequence. Our method has the capability of generating views of objects shaded by virtual light sources, because we can make use of all the functions of the graphics library written on the basis of Euclidean geometry. Our novel formulation and experimental results with real video sequences are presented.

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3D Geometric Reasoning for Solid Model Conversion and Feature Recognition (솔리드 모델 변환과 특징형상인식을 위한 기하 추론)

  • Han, Jeonghyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.77-84
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    • 1997
  • Solid modeling refers to techniques for unambiguous representations of three- dimensional objects. The most widely used techniques for solid modeling have been Constructive Solid Geometry (CSG) and Boundary Representation (BRep). Contemporary solid modeling systems typically support both representations, and bilateral conversions between CSG and BRep are essential. However, computing a CSG from a BRep is largely an open problem. This paper presents 3D geometric reasoning algorithms for converting a BRep into a special CSG, called Destructive Solid Geometry (DSG) whose Boolean operations are all subtractions. The major application area of BRep-to-DSG conversion is feature recognition, which is essential for integrating CAD and CAM.

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Design of Floating-Point Multiplier for Mobile Graphics Application (모바일 그래픽스 응용을 위한 부동소수점 승산기의 설계)

  • Choi, Byeong-Yoon;Salcic, Zoran
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.3
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    • pp.547-554
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    • 2008
  • In this paper, two-stage pipelined floating-point multiplier (FP-MUL) is designed. The FP-MUL processor supports single precision multiplication for 3D graphic APIs, such as OpenGL and Direct3D and has area-efficient and low-latency architecture via saturated arithmetic, area-efficient sticky-bit generator, and flagged prefix adder. The FP-MUL has about 4-ns delay time under $0.13{\mu}m$ CMOS standard cell library and consists of about 7,500 gates. Because its maximum performance is about 250 MFLOPS, it can be applicable to mobile 3D graphics application.

High-quality Texture Extraction for Point Clouds Reconstructed from RGB-D Images (RGB-D 영상으로 복원한 점 집합을 위한 고화질 텍스쳐 추출)

  • Seo, Woong;Park, Sang Uk;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.61-71
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    • 2018
  • When triangular meshes are generated from the point clouds in global space reconstructed through camera pose estimation against captured RGB-D streams, the quality of the resulting meshes improves as more triangles are hired. However, for 3D reconstructed models beyond some size threshold, they become to suffer from the ugly-looking artefacts due to the insufficient precision of RGB-D sensors as well as significant burdens in memory requirement and rendering cost. In this paper, for the generation of 3D models appropriate for real-time applications, we propose an effective technique that extracts high-quality textures for moderate-sized meshes from the captured colors associated with the reconstructed point sets. In particular, we show that via a simple method based on the mapping between the 3D global space resulting from the camera pose estimation and the 2D texture space, textures can be generated effectively for the 3D models reconstructed from captured RGB-D image streams.

Hardware Implementation of Rasterizer with SIMD Architecture Applicable to Mobile 3D Graphics System (모바일 3차원 그래픽스 시스템에 적용 가능한 SIMD 구조를 갖는 래스터라이저의 하드웨어 구현)

  • Ha, Chang-Soo;Sung, Kwang-Ju;Choi, Byeong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.313-315
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    • 2010
  • In this paper, we describe research results of developing hardware rasterizer that is applicable to mobile 3D graphics system, designed in SIMD architecture and verified in FPGA. Tile-based scan conversion unit is designed like SIMD architecture running four tiles simultaneously and each tile traverses pixels hierarchical in 3-level so that visiting counts is minimized. As experimental results, $8{\times}8$ is the most efficient size of tile and the last step of tile traversing is performed on $2{\times}2$ sized subtile. The rasterizer supports flat shading and gouraud shading and texture mapper supports affine mapping and perspective corrected mapping. Also, texture mapper supports point sampling mode and bilinear interpolating sampling mode and two types of wrapping modes and various blending modes. The rasterzer operates as 120Mhz on xilinx vertex4 $l{\times}100$ device. To easy verification, texture memory and frame buffer are generated as block rom and block ram.

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K-SMPL: Korean Body Measurement Data Based Parametric Human Model (K-SMPL: 한국인 체형 데이터 기반의 매개화된 인체 모델)

  • Choi, Byeoli;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.4
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    • pp.1-11
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    • 2022
  • The Skinned Multi-Person Linear Model (SMPL) is the most widely used parametric 3D Human Model optimized and learned from CAESAR, a 3D human scanned database created with measurements from 3,800 people living in United States in the 1990s. We point out the lack of racial diversity of body types in SMPL and propose K-SMPL that better represents Korean 3D body shapes. To this end, we develop a fitting algorithm to estimate 2,773 Korean 3D body shapes from Korean body measurement data. By conducting principle component analysis to the estimated Korean body shapes, we construct K-SMPL model that can generate various Korean body shape in 3D. K-SMPL model allows to improve the fitting accuracy over SMPL with respect to the Korean body measurement data. K-SMPL model can be widely used for avatar generation and human shape fitting for Korean.