• Title/Summary/Keyword: 3D 그래픽

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Digital Restoration of Traditional Architectural Buildings Using Multimedia and Augmented Reality Technologies (멀티미디어 및 증강현실 기술을 이용한 전통목조건축물 디지털 복원)

  • Lee, Kang-Hun;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.206-212
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    • 2013
  • Information and Communications Technologies(ICT) represented by Multimedia, Virtual Reality and Network could be used as the better ways to preserve and restore the original shape of cultural contents. This paper presents the detailed methods of Multimedia and Virtual Reality technologies to digitally implement the traditional wooden buildings which are called as a typical 'Korean Cultural Content." We implemented a 3D modeling of architectural parts, realized a roof curve, and texture-mapped the material qualities of traditional wooden buildings by using Graphic techniques. In addition, the information, which is implemented by marker-based Augment Reality, for the traditional wooden buildings can be obtained through the mobile appliances such as a smart phone. We, also, presented how to practically use the implemented digital Korea traditional wooden buildings.

Mega Irises: Per-Pixel Projection Illumination Compensation for the moving participant in projector-based visual system (Mega Irises: 프로젝터 기반의 영상 시스템상에서 이동하는 체험자를 위한 화소 단위의 스크린 투사 밝기 보정)

  • Jin, Jong-Wook;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.4
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    • pp.31-40
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    • 2011
  • Projector-based visual systems are widely used for VR and experience display applications. But the illumination irregularity on the screen surface due to the screen material and its light reflection properties sometimes deteriorates the user experience. This phenomenon is particularly troublesome when the participants of the head tracking VR system such as CAVE or the motion generation experience system continually move around the system. One of reason to illumination irregularity is projector-screen specular reflection component to participant's eye's position and it's analysis needs high computation complexity. Similar to calculate specular lighting term using GPU's programmable shader, Our research adjusts every pixel's brightness in runtime with given 3D screen space model to reduce illumination irregularity. For doing that, Angle-based brightness compensate function are considered for specific screen installation and modified it for GPU-friendly compute and access. Two aspects are implemented, One is function access transformation from angular form to product and the other is piecewise linear interpolate approximation.

A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

A Study on Production of iPhone-Based Augmented Reality 3D Fashion Fitting Contents (아이폰 기반의 증강현실 3D 패션피팅 콘텐츠 제작에 관한 연구)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.708-719
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    • 2013
  • Purchase of clothes has recently picked up pace at mobile fashion shopping malls. One of the biggest weak points is that consumers can't coordinate clothes. Since individuals increasingly want to make coordination, a fashion coordination system to satisfy the demand should be developed. As the technology of digital clothing which is about reproducing dresses using computer graphic has been activated in the fashion industry, many changes in consumers' life patterns and interests in fashion shopping malls are taking place. Some consumers are increasingly more keenly interested in shopping on the Internet and Smart phones than in offline stores. This study was conducted to understand production of iPhone-based augmented reality fashion fitting contents which is suitable for Koreans' body shape. This system is about designing and materializing UI(User Interface), an augmented reality fitting system, so that users can confirm if they look nice with those fashion items using Smart phones. A new fashion shopping method satisfying user convenience was suggested using the materialized system.

Adaptive Keyframe-Based Tracking for Augmented Books (증강 책을 위한 적응형 키프레임 기반 트래킹)

  • Yoo, Jae-Sang;Cho, Kyu-Sung;Yang, Hyun-S.
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.502-506
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    • 2010
  • An augmented book is an application that augments such multimedia elements as virtual 3D objects generated by computer graphics, movie clips, or sound clips to a real book using AR technologies. It is intended to bring additional education and entertainment effects to users. For augmented books, this paper proposes an adaptive keyframe-based page tracking method to estimate the camera's 6 DOF pose in real-time after recognizing a page and performing wide-baseline keypoint matching. For a page tracking, proposed method in this paper chooses a proper keyframe and performs a tracking in two step of coarse-to-fine stage. As a result, the proposed method in this paper guarantees a robust tracking to view-point and illumination variations and real-time.

Efficient Fluid Simulation through Various User Design-type Emission Control Solutions (사용자 설계형의 방출 제어 솔루션을 통한 효율적인 유체 시뮬레이션 구현)

  • Hwang, Min-Sik;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.197-204
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    • 2018
  • The realistic Visual Effects using fluid simulation in 3D computer graphics are operated as important factors to improve the quality of images. The process of creating realistic motions of water, fire, explosion by controlling each property of fluid is called fluid simulation. In general, the creation of a fluid simulation concentrates on the main simulation work phase, however an effective method for initial set up is important for the main simulation work. The purpose of this study is to analyze the factors involved in the initial emission motion and shape of fluid and propose methods that can efficiently apply this into the initial set up. For the process of the research, first, problems are raised based on related researches, and second, two experiments, 'Dynamic Fluid Emitter Creation' and 'User Design Type Emission Velocity Solution', are conducted for more effective fluid simulation. Through this research, the effective fluid simulation of initial set up phase will be suggested through the user design-type emission control solutions.

Computer-generated hologram based on the depth information of active sensor (능동형 센서의 깊이 정보를 이용한 컴퓨터 형성 홀로그램)

  • Kim, Sang-Jin;Kang, Hoon-Jong;Yoo, Ji-Sang;Lee, Seung-Hyun
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.10 s.352
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    • pp.22-27
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    • 2006
  • In this paper, we propose a method that can generate a computer-generated hologram (CGH) from the depth stream and color image outputs provided by an active sensor add-on camera. Distinguished from an existing holographic display system that uses a computer graphic model to generate CGH, this method utilizes a real camera image including a depth information for each object captured by the camera, as well as color information. This procedure consists of two steps that the acquirement of a depth-annotated image of real object, and generation of CGH according to the 3D information that is extracted from the depth cue. In addition, we display the generated CGH via a holographic display system. In experimental system we reconstruct an image made from CGH with a reflective LCD panel that had a pixel-pitch of 10.4um and resolution of 1408X1050.

A Double Z-buffer Antialiasing Method for Voxelized Implicit Surfaces (복셀로 표현된 임플리시트 곡면을 위한 시프트(shifted) 더블 Z-버퍼 앤티 앨리어싱)

  • 김학란;박화진
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.44-53
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    • 2004
  • This paper aims at presenting high quality at low resolution apply by a new antialiasing method for voxelized implicit surfaces. Implicit surfaces create a unique type of 3D-modeling. Some use of implicit surfaces are scientific and medical visualization, animation, medical simulation and interactive modeling. One of previous antialiasing methods for implicit surfaces presented by raytracing or texture mapping is making use of a stochastic sampling. But this method requires more calculation time and costs which is caused by complicated and difficult implicit functions. In the meanwhile, voxelized implicit surfaces generally use high resolution for good quality images but it costs to generate. In order to this problem, this paper suggests a shifted double Z-buffer which is very simple, more efficient and easy. Tn addition, there are applied box-filter and tent-filter to the double Z-buffer antialiasing method for better images. For results this method generate high quality image and it is easy to apply to various filters and is able to extend to multi Z-buffer.

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The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

A Study on the Early Computer Utilization in Korean Broadcasting: Focusing on the History of Election Broadcasting(1985-1992) (한국 방송에서 초기 컴퓨터 활용에 관한 연구: 선거 개표방송 변천사를 중심으로(1985년-1992년))

  • Nah, So-Mi
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.301-307
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    • 2022
  • Today, each broadcasting station makes the best use of CG (computer Graphics), which is the latest technology in election broadcasting, and competes to attract the eyes of viewers. This paper investigated the history of CG technology and design transitions in election ballot counting broadcasts from the perspective of CG designers. From the 1980s, when computer-based election ballot counting began, to the full-scale use of virtual studios, the image and technology produced by CG while watching the ballot-counting broadcast video of general elections, presidential elections, and local elections. We analyzed the utilization from various angles. In Korea, we started with the EDDS (Election Data Display System) developed in-house, created a database using a computer, and introduced manual animation CG every day from that time. After that, broadcasting stations focused on diverse and gorgeous CG image competition, and CG images were expanded from 2D to 3D while technology and design developed together. From 1985 to 1992, Korean broadcasting can be seen as a transitional period in which the image changes due to the emphasis on information power while utilizing digital technology.