• Title/Summary/Keyword: 3D Texture Mapping

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Design and Implementation of 2.5D Mapping System for Cloth Pattern (의복패턴을 위한 2.5D 맵핑 시스템의 설계 및 구현)

  • Kim, Ju-Ri;Joung, Suck-Tae;Jung, Sung-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.611-619
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    • 2008
  • 2.5D Mapping system that embody in this paper can make new design by doing draping to live various texture and model picture image of fashion clothes by pattern, and can confirm clothes work to simulation without producing direction sample or product directly. Also, the system can support function that can forecast fabric design and state of end article exactly, and the system can bring competitive power elevation of fashion industry and cost-cutting effect by doing draping using database of fabric and model picture image. 2.5D Mapping system composed and embodied by mesh warp algorithm module, light and shade extraction and application module, mapping path extraction module, mesh creation and transformation module, and 2.5D mapping module for more natural draping. Future work plans to study 3D fashion design system that graft together 3D clothes technology and 3D human body embodiment technology to do based on embodiment technology of 2.5D mapping system and overcomes expression limit of 2.5D mapping technology.

Realistic 3D Scene Reconstruction from an Image Sequence (연속적인 이미지를 이용한 3차원 장면의 사실적인 복원)

  • Jun, Hee-Sung
    • The KIPS Transactions:PartB
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    • v.17B no.3
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    • pp.183-188
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    • 2010
  • A factorization-based 3D reconstruction system is realized to recover 3D scene from an image sequence. The image sequence is captured from uncalibrated perspective camera from several views. Many matched feature points over all images are obtained by feature tracking method. Then, these data are supplied to the 3D reconstruction module to obtain the projective reconstruction. Projective reconstruction is converted to Euclidean reconstruction by enforcing several metric constraints. After many triangular meshes are obtained, realistic reconstruction of 3D models are finished by texture mapping. The developed system is implemented in C++, and Qt library is used to implement the system user interface. OpenGL graphics library is used to realize the texture mapping routine and the model visualization program. Experimental results using synthetic and real image data are included to demonstrate the effectiveness of the developed system.

Accelerated Volume Rendering based on 3D Texture Mapping Hardware using Normal Blending (3D 텍스쳐 매핑 하드웨어 하에서 법선 벡터 블렌딩을 이용한 가속화된 볼륨 렌더링)

  • Yun, Seong-Ui;Sin, Yeong-Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.4
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    • pp.181-187
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    • 2001
  • 본 논문에서는 3D 텍스쳐 매핑 하드웨어(texture mapping hardware)하에서 OpenGL를 이용하여 빠른 추출(classification) 및 음영처리(shading)를 가능하게 하는 직접 볼륨 렌더링(direct volume rendering) 방법을 제안한다. 추출과정을 위해 lookup table을 통해서 볼륨 데이터의 밀도값(density)으로부터 불투명도(opacity)값을 얻어내고, 법선 벡터 블렌딩(normal blending)방법을 제안하여 볼륨 크기에 상관없이 최종 이미지에서만 음영 처리 연산을 수행한다. 본 논문에서 제시된 볼륨 렌더링의 전과정이 그래픽스 하드웨어(graphics hardware)에서 이뤄지면, 음영처리 연산의 복잡도 감소로 인하여 상호 대화적인 볼륨 렌더링이 가능하다.

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Generation of 3D Terrain Mesh Using Noise Function and Height Map (노이즈 함수 및 높이맵을 이용한 3차원 지형 메쉬의 생성)

  • Sangkun, Park
    • Journal of Institute of Convergence Technology
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    • v.12 no.1
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    • pp.1-5
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    • 2022
  • This paper describes an algorithm for generating a terrain using a noise function and a height map as one of the procedural terrain generation methods. The polygon mesh data structure to represent the generated terrain concisely and render it is also described. The Perlin noise function is used as the noise technique for terrain mesh, and the height data of the terrain is generated by combining the four noise waves. In addition, the terrain height information can be also obtained from actual image data taken from the satellite. The algorithm presented in this paper generates the geometry part of the polygon topography from the height data obtained, and generated a material for texture mapping with two textures, that is, a diffuse texture and a normal texture. The validity of the terrain method proposed in this paper is verified through application examples, and its possibility can be confirmed through performance verification.

A Study on the Improving the Rendering Performance of the 3D Road Model for the Vehicle Simulator (차량 시뮬레이터를 위한 3차원 도로모델의 렌더링 성능 향상에 관한 연구)

  • Choi, Young-Il;Jang, Suk;Kim, Kyu-Hee;Cho, Ki-Yong;Kwon, Seong-Jin;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.5
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    • pp.162-170
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    • 2004
  • In these days, a vehicle simulator is developed by using a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with a natural interaction, a sufficient immersion and realistic images. To achieve this, it is important to provide a fast and uniform rendering performance regardless of the complexity of virtual worlds or the level of simulation. In this paper, modeling methods which offer an improved rendering performance for complex VR applications as 3D road model have been implemented and verified. The key idea of the methods is to reduce a load of VR system by means of LOD(Level of Detail), alpha blending texture mapping, texture mip-mapping and bilboard. Hence, in 3D road model where a simulation is complex or a scene is very large, the methods can provide uniform and acceptable frame rates. The VR system which is constructed with the methods has been experimented under the various application environments. It is confirmed that the proposed methods are effective and adequate to the VR system which associates with a vehicle simulator.

3D Building Model Texture Extraction from Multiple Spatial Imagery for 3D City Modeling (3차원 도시모델 생성을 위한 다중 공간영상 기반 건물 모델 텍스쳐 추출)

  • Oh, Jae-Hong;Shin, Sung-Woong;Park, Jin-Ho;Lee, Hyo-Seong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.4
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    • pp.347-354
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    • 2007
  • Since large portal service providers started web services for 3D city models around the world using spatial imagery, the competition has been getting intense to provide the models with the higher quality and accuracy. The building models are the most in number among the 3D city model objects, and it takes much time and money to create realistic model due to various shapes and visual appearances of building object. The aforementioned problem is the most significant limitation for the service and the update of the 3D city model of the large area. This study proposed a method of generating realistic 3D building models with quick and economical texture mapping using multiple spatial imagery such as aerial photos or satellite images after reconstructed geometric models of buildings from building layers in digital maps. Based on the experimental results, the suggested method has effectiveness for the generation of the 3D building models using various air-borne imagery and satellite imagery quickly and economically.

Preprocessing Method for Efficient Compression of Patch-based Image (패치 영상의 효율적 압축을 위한 전처리 방법)

  • Lee, Sin-Wook;Lee, Sun-Young;Chang, Eun-Youn;Hur, Nam-Ho;Jang, Euee-S.
    • Journal of Broadcast Engineering
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    • v.13 no.1
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    • pp.109-118
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    • 2008
  • In mapping a texture image into a 3D mesh model for photo-realistic graphic applications, the compression of texture image is as important as geometry of 3D mesh. Typically, the size of the (compressed) texture image of 3D model is comparable to that of the (compressed) 3D mesh geometry. Most 3D model compression techniques are to compress the 3D mesh geometry, rather than to compress the texture image. Well-known image compression standards (i.e., JPEG) have been extensively used for texture image compression. However, such techniques are not so efficient when it comes to compress an image with texture patches, since the patches are little correlated. In this paper, we proposed a preprocessing method to substantially improve the compression efficiency of texture compression. From the experimental results, the proposed method was shown to be efficient in compression with a bit-saving from 23% to 45%.

Designing and Implementing 3D Virtual Face Aesthetic Surgery System Based on Korean Standard Facial Data (한국 표준 얼굴 데이터를 적용한 3D 가상 얼굴 성형 제작 시스템 설계 및 구현)

  • Lee, Cheol-Woong;Kim, II-Min;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.737-744
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    • 2009
  • This paper is to study and implement 3D Virtual Face Aesthetic Surgery System which provides more satisfaction by comparing the before-and-after plastic face surgery using 3D face model. For this study, we implemented 3D Face Model Generating System which resembles 2D image of the user based on 3D Korean standard face model and user's 2D pictures. The proposed 3D Virtual Face Aesthetic Surgery System in this paper consists of 3D Face Model Generating System, 3D Skin Texture Mapping System, and Detailed Adjustment System for reflecting the detailed description of face. The proposed system provides more satisfaction to the medical uses and stability in the surgery in compare with other existing systems.

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Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.22 no.5
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.