• Title/Summary/Keyword: Color Modeling

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Optical and Near-Infrared Color Distributions of the NGC 4874 Globular Cluster System

  • Cho, Hye-Jeon;Blakeslee, John P.;Lee, Young-Wook
    • The Bulletin of The Korean Astronomical Society
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    • v.37 no.1
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    • pp.61.1-61.1
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    • 2012
  • We examine both optical and optical/near-infrared (NIR) color distributions of the globular cluster (GC) system in the core of the Coma cluster of galaxies (Abell 1656), centered on the giant elliptical galaxy NGC 4874, to study how non-linearities in the color-metallicity relations of GC systems in large elliptical galaxies are linked to bimodal optical color distributions. Since optical-NIR color distributions of extragalactic GC systems reflect the underlying features of the metallicity distributions, we also present the color-color relation for this GC system. In order to do this, we combine F160W ($H_{160}$) NIR imaging data acquired with the Wide Field Camera 3 IR Channel (WFC3/IR), newly installed on Hubble Space Telescope (HST), with F475W ($g_{475}$) and FF814W ($I_{814}$) optical imaging data from the HST Advanced Camera for Surveys (ACS). To quantitatively explain the feature of color distributions, we use the Gaussian Mixture Modeling (GMM) code. Finally, we show the radial distribution of the GCs in the field of NGC 4874.

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City-Scale Modeling for Street Navigation

  • Huang, Fay;Klette, Reinhard
    • Journal of information and communication convergence engineering
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    • v.10 no.4
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    • pp.411-419
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    • 2012
  • This paper proposes a semi-automatic image-based approach for 3-dimensional (3D) modeling of buildings along streets. Image-based urban 3D modeling techniques are typically based on the use of aerial and ground-level images. The aerial image of the relevant area is extracted from publically available sources in Google Maps by stitching together different patches of the map. Panoramic images are common for ground-level recording because they have advantages for 3D modeling. A panoramic video recorder is used in the proposed approach for recording sequences of ground-level spherical panoramic images. The proposed approach has two advantages. First, detected camera trajectories are more accurate and stable (compared to methods using multi-view planar images only) due to the use of spherical panoramic images. Second, we extract the texture of a facade of a building from a single panoramic image. Thus, there is no need to deal with color blending problems that typically occur when using overlapping textures.

An Object Placement Method for War Game Synthetic Environment Using Color Channels of Image (이미지 컬러채널을 이용한 워게임 합성환경 객체 배치방법)

  • Ha, Dong-One;Lee, Tae-Eog
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.111-118
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    • 2013
  • The US military is developing and improving SE-CORE and CVE to integrate war game between different kinds of systems, establish time-optimal CVE. Although South Korea is researching SEDRIS, etc. that is suitable for domestic circumstances, there are still many problems to be solved. The researchers suggest a way to semi-automate part of SNE process, by using the channel information of the image. This can help to improve speed of creating synthetic environment and facilitate information sharing to the others. If there is further research on the subject, it will be possible to develop automation technology to apply data from various information collection devices to synthetic battlefield environment (SBE).

A study of parametric design methodology for 3D modeling parameters of biomorphic clothing sculpture (파라메트릭 디자인 방법론을 적용한 바이오모픽 의상조각 모델링 프로세스와 구성요소 분석)

  • Yoo, Young-Sun;Cho, Min-Jin
    • Journal of the Korea Fashion and Costume Design Association
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    • v.21 no.2
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    • pp.109-122
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    • 2019
  • The purpose of this study is to examine the clothing component information and attributes as the control parameters for the 3D modeling process of the biomorphic clothing sculpture using a parametric methodology. The 3D modeling parameters of biomorphic clothing sculpture were identified as exaggerated silhouette, surface texture, and digital color. The types of exaggerated silhouettes were shoulder and hip exaggeration, shoulder exaggeration, hip exaggeration, vertical exaggeration, and horizontal exaggeration. The types of surface texture were embossed, lacy, furry, and complex textures. The types of digital color were chrome, blur, blend, and acid colors. The characteristics of morphological representation due to the attributes of these control variables were identified as morphological variation, organic morphology, organizational morphology, and realistic morphology. As a result, it was found that the parameter attributes were applied to the biomorphic clothing sculpture parametric design process and developed into various shapes.

A Query Processing Method for Retrieving Harmonious Binary Colors (조화로운 이진색상 추출을 위한 질의처리 방안)

  • Park, Eun-Young;Lee, Ki-Hoon;Park, Young-Ho
    • Journal of KIISE:Databases
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    • v.37 no.5
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    • pp.267-274
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    • 2010
  • Recently, color harmony that decides the value of design is becoming important. In the paper, we propose a method that allows us to easily use harmonious colors in computer systems. Since existing work has focused on finding new color harmony rules or rules that translate emotional words into colors, a method that models these rules in the computer system has not been discussed in depth. In this paper, we model a color system and color harmony rules as a relational database and queries on this database, respectively.

A Mathematical Model for Color Changes in Red Pepper during Far Infrared Drying

  • Ning, XiaoFeng;Han, ChungSu;Li, He
    • Journal of Biosystems Engineering
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    • v.37 no.5
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    • pp.327-334
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    • 2012
  • Purpose: The color changes in red pepper during far infrared drying were studied in order to establish a color change model. Methods: The far infrared drying experiments of red pepper were conducted at two temperature levels of 60, $70^{\circ}C$ and two air velocity levels of 0.6 and 0.8 m/s. The results were compared with the hot-air drying method. The surface color changes parameters of red pepper were measured qualitatively based on L (lightness), a (redness), b (yellowness) and total color changes (${\Delta}E$). The goodness of fit of model was estimated using the coefficient of determination ($R^2$), the root mean square error (RMSE), the mean relative percent error (P) and the reduced chi-square (${\chi}^2$). Results: The results show that an increase in drying temperature and air velocity resulted in a decrease in drying time, the values of L (lightness) and a (redness) decreased with drying time during far infrared drying. The developed model showed higher $R^2$ values and lower RMSE, P and ${\chi}^2$ values. Conclusions: The model in this study could be beneficial to describe the color changes of red pepper by far infrared drying.

Generation Method of Color Gamut Mapping Look-up Table Uniformly Selected in the CIELAB Color Space (CIELAB 색공간에서 균일한 분포를 갖는 색역사상 참조 테이블 생성 방법)

  • 오현수;이철희;곽한봉;서봉우;안석출
    • Journal of Korea Multimedia Society
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    • v.4 no.4
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    • pp.316-323
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    • 2001
  • Gamut mapping is a technique that acts on cross-media color reproduction to transform a color between devices for the purpose of enhancing the appearance or preserving the appearance of an image. Gamut mapping essentially produces color conversion error which depends on the gamut mapping method, source and destination devices, and sample points for gamut modeling. For color space conversion between monitor colors and printer colors, empirical representation using sample measurements is currently widely utilized. Color samples are uniformly selected in the device space such as CMY or RGB, represented as color patches, and then measured. However, in the case of printer, these color samples are not evenly distributed inside the printer gamut and the color conversion error is increased. Accordingly, this paper introduces a equally distributed color sampling method in CIELAB space, a device- independent color space, to reduce color conversion error, and the performance is analyzed via color space conversion experiments using three-dimensional interpolation.

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Reconstruction of the Lost Hair Depth for 3D Human Actor Modeling (3차원 배우 모델링을 위한 깊이 영상의 손실된 머리카락 영역 복원)

  • Cho, Ji-Ho;Chang, In-Yeop;Lee, Kwan-H.
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.1-9
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    • 2007
  • In this paper, we propose a reconstruction technique of the lost hair region for 3D human actor modeling. An active depth sensor system can simultaneously capture both color and geometry information of any objects in real-time. However, it cannot acquire some regions whose surfaces are shiny and dark. Therefore, to get a natural 3D human model, the lost region in depth image should be recovered, especially human hair region. The recovery is performed using both color and depth images. We find out the hair region using color image first. After the boundary of hair region is estimated, the inside of hair region is estimated using an interpolation technique and closing operation. A 3D mesh model is generated after performing a series of operations including adaptive sampling, triangulation, mesh smoothing, and texture mapping. The proposed method can generate recovered 3D mesh stream automatically. The final 3D human model allows the user view interaction or haptic interaction in realistic broadcasting system.

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Evaluation of portion size estimation aids for the Korea National Health and Nutrition Examination Survey

  • Lee, Youngmi;Kim, Mi-Hyun;Shim, Jae Eun;Park, Haeryun
    • Nutrition Research and Practice
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    • v.14 no.6
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    • pp.667-678
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    • 2020
  • BACKGROUND/OBJECTIVES: This study aimed to improve portion size estimation aids (PSEAs) used in the nutrition survey of the Korea National Health and Nutrition Examination Survey (KNHANES) and validate the accuracy and precision of the newly developed aids. SUBJECTS/METHODS: We conducted intensive interviews with survey experts in KNHANES and consulted with experts to collect opinions about improvement of PSEAs. Based on the results of the interviews, 5 types of PSEAs (rice bowl, earthen pots, mounds, measuring spoons, and thickness sticks) were newly developed using 3-dimensional (3D) modeling or modification of color or shape. Validation tests were conducted with 96 adults 20 years old or older. For the rice bowl and earthen pots, the participants were asked to select the more similar PSEA in size after being shown the real dishes. For the mounds, measuring spoons, and thickness sticks, the participants were presented with actual plates of food and asked to estimate the given portion sizes using the given PSEAs. RESULTS: The improved 2-dimensional (2D) picture aid for the rice bowl reflecting the size distortion by angle of view using 3D modeling was perceived more closely to the actual size than the current 2D picture (P < 0.001). The change of the color of 2D pictures and 3D models, the change of shape of the measuring spoons, and the 3-dimensionalization of the 2D mounds had no significant improvement in the subjects' perception. CONCLUSIONS: The currently used 2D PSEAs need to be fully redesigned using 3D modeling to improve subjects' perception. However, change of color or shape will not be necessary. For amorphous foods, it is suggested that more evaluation be performed before reaching a final conclusion in the use of PSEAs, or alternative ways to improve accuracy of estimation need to be explored.

History of mathematical modeling on the Black-Out Game (흑백게임의 역사와 수학적 모델링)

  • Kim, Duk-Sun;Ryu, Chang-Woo;Song, Yeong-Moo;Lee, Sang-Gu
    • Journal for History of Mathematics
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    • v.22 no.1
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    • pp.53-74
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    • 2009
  • Black-out Game(Lightout, Merlin Game, ${\sigma}$+Game) is an interesting game on the chessboard, when you click a button with black or white color, it changes color of itself and other buttons who shares edges. With this rule, we win the game when we have a chessboard with all same color after we click some of the buttons of it. Pretty much of research has been made on founding the winnable strategy for this type of game. In this paper, we first introduce a history of mathematical modeling on this game. Then we develop an algorithm to offer a winnable blackout game of any size. Our tools also show our new algorithm works. Finally, we show how we can use this game in mathematics education.

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