• Title/Summary/Keyword: Computer Graphics

Search Result 1,660, Processing Time 0.026 seconds

Techniques for Digital Restoration of Cultural Assets : Focused on Computer Graphics and Image Processing Methods (문화원형 디지털 복원기술 : 컴퓨터 그래픽스 및 영상처리를 활용한 시스템의 통합 기능을 중심으로)

  • Moon, Ho-Seok;Sohn, Myung-Ho
    • Journal of Information Technology Services
    • /
    • v.8 no.4
    • /
    • pp.103-113
    • /
    • 2009
  • The industry of cultural digital contents has been regarded as the main next generation industry. Recently techniques for restoring cultural assets and the multiple usage of those have been developed in our country. Using computer graphics and image processing techniques, many cultural assets have been restored. If the focus for researches and supports to cultural assets restoration grows rapidly, we will create cultural and economical added-values and get the benefit of that technology. In this paper, we introduce the techniques for restoring cultural assets focused on computer graphics and image processing techniques.

An Efficient Modeling of Inlay/Onlay Prostheses using Computer Graphics Deformation Techniques (컴퓨터 그래픽스 변형 기법을 이용한 인레이/온레이 보철물의 효율적인 모델링)

  • Yoo, Kwan-Hee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.11 no.2
    • /
    • pp.1-8
    • /
    • 2005
  • 하나의 치아가 일부 파손되어 수복되어야 할 보철물을 인레이/온레이(Inlay/Onlay)라 한다. 본 논문에서는 3차원 메쉬 기반 모델에서 보다 정확한 인레이/온레이를 효과적으로 모델링하기 위한 기법을 제안한다. 인레이/온레이는 지대치와 접하는 내면과 밖으로 들어나는 외면으로 구성된다. 인레이/온레이의 내면 모델링은 2차원 다각선상의 Minkowski Sum 알고리즘을 이용하여 지대치와의 접합력을 확보한다. 그리고 미리 데이터베이스에 저장된 표준 치아 모델, 치과의사에 의해 만들어진 FGP(functionally guided plane) 및 메쉬의 변형 기법인 DMFFD(direct manipulation free-form deformation) 기법[16]과 MWD(multiple wires deformation) 기법[24]을 이용하여 외면을 모델링한다. 데이터베이스에 저장된 표준 치아는 인레이/온레이 외면의 형태를 결정하기 위해 사용되며, FGP는 환자의 인접면과 교합면의 특성을 반영하기 위해 사용되었다. 마지막으로 3차원 메쉬의 두 변형 기법인 DMFFD와 MWD 기법은 환자의 인접면과 교합면을 반영한 치아의 형태를 만들어 내기 위해 사용된다. 본 논문에서 제안한 방법은 인레이/온레이의 내면과 외면을 설계할 때 필요한 정보를 미리 설정하여 처리하므로 기존의 방법에 비해 짧은 시간에 보다 정확한 인레이/온레이를 설계할 수 있었다.

  • PDF

Quadrangulation of Sewing Pattern Based on Recursive Geometry Decomposition (재귀적 기하 분해 방법에 기반한 봉제 패턴의 사각화 방법)

  • Gizachew, Gocho Yirga;Jeong, Moon Hwan;Ko, Hyeong Seok
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.2
    • /
    • pp.1-10
    • /
    • 2016
  • The computational cost of clothing simulation and rendering is mainly depends on the type of mesh and its quality. Thus, quadrilateral meshes are generally preferred over triangular meshes for the reasons of accuracy and efficiency. This paper presents a method of quadrangulating sewing pattern based on the recursive geometry decomposition method. Herein, we proposed two simple improvements to the previous algorithms. The first one deals with the recursive geometry decomposition in which the physical domain is decomposed into simple and mappable regions. The second proposed algorithm deals with the vertex validation in which the invalid vertex classification can be validated.

A Study on Computer Graphics Color System (컴퓨터 그래픽스의 색상체계에 관한 연구)

  • 홍석일
    • Archives of design research
    • /
    • v.11 no.1
    • /
    • pp.229-236
    • /
    • 1998
  • It is the most important technological progress for the computer graphics when computer has incorporated the color system. However, color system used in computer is totally different from traditional color system like printing ink or painting color because it is exist only in the form of wavelengths of light on the computer screen. Therefore, some compatible problems are still remains with traditional design process or color matching in photography. It is important to produce precise representation and management of color in the current design system which is controlled and managed by computer to merge design process. In this study, I have discussed the merits of color, technological characteristics, designer's approach to color and traditional color system. Also I analyzed the aesthetic characteristics of computer color system which are found in computer graphics technology and compared them to traditional color system to try to find some opportunity and possibility for new method of development.

  • PDF

A Kinematics Approach to 3D Graphical Interface (3D 그래픽스 인터페이스에 대한 운동학적 접근)

  • Lee, Joo-Haeng;Jang, Tae-Ik;Kim, Myung-Soo;Kim, Mansoo;Chong, Kyung Taek;Lee, Ee Taek
    • Journal of the Korea Computer Graphics Society
    • /
    • v.2 no.2
    • /
    • pp.53-60
    • /
    • 1996
  • In 3D graphics interface, 3D objects and virtual camera have many degrees of freedom. We interpret the control of 3D objects and virtual camera as a problem of kinematics and inverse kinematics. It is well known that extra degrees of freedom introduce various singularities in inverse kinematics. In this paper, we approach 3D graphics interface problems by reducing redundant degrees of freedom so that the control degrees of freedom matches with the degrees of freedom in the motions of 3D objects and virtual camera.

  • PDF

Intuitive Quasi-Eigenfaces for Facial Animation (얼굴 애니메이션을 위한 직관적인 유사 고유 얼굴 모델)

  • Kim, Ig-Jae;Ko, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
    • /
    • v.12 no.2
    • /
    • pp.1-7
    • /
    • 2006
  • 블렌드 쉐입 기반 얼굴 애니메이션을 위해 기저 모델(Expression basis)을 생성하는 방법을 크게 두 가지로 구분하면, 애니메이터가 직접 모델링을 하여 생성하는 방법과 통계적 방법에 기초하여 모델링하는 방법이 있다. 그 중 애니메이터에 의한 수동 모델링 방법으로 생성된 기저 모델은 직관적으로 표정을 인식할 수 있다는 장점으로 인해 전통적인 키프레임 제어가 가능하다. 하지만, 표정 공간(Expression Space)의 일부분만을 커버하기 때문에 모션데이터로부터의 재복원 과정에서 많은 오차를 가지게 된다. 반면, 통계적 방법을 기반으로 한 기저모델 생성 방법은 거의 모든 표정공간을 커버하는 고유 얼굴 모델(Eigen Faces)을 생성하므로 재복원 과정에서 최소의 오차를 가지지만, 시각적으로 직관적이지 않은 표정 모델을 만들어 낸다. 따라서 본 논문에서는 수동으로 생성한 기저모델을 유사 고유 얼굴 모델(Quasi-Eigen Faces)로 변형하는 방법을 제시하고자 한다. 결과로 생성되는 기저 모델은 시각적으로 직관적인 얼굴 표정을 유지하면서도 통계적 방법에 의한 얼굴표정 공간의 커버 영역과 유사하도록 확장할 수 있다.

  • PDF

Computer graphics approach to two-way ANOVA (컴퓨터 그래픽스에 의한 이원 분산분석)

  • 허문열
    • The Korean Journal of Applied Statistics
    • /
    • v.8 no.1
    • /
    • pp.75-87
    • /
    • 1995
  • Computer graphics approach is a powerful tool when we are to explore the effects of the change of a part of the data, or the effects of the alteration of the characteristics of the statistical model currently employed. The paper describes the methods to implement dynamic graphics for the process of analysis of variance, and the methods to graphically represent ANOVA type data. The paper the describes a dynamic graphics software developed by the author for two-way ANOVA model.

  • PDF

Particle System Graphics Library for Generating Special Effects

  • Kim Eung-Kon
    • International Journal of Contents
    • /
    • v.2 no.2
    • /
    • pp.1-5
    • /
    • 2006
  • The modeling and animation of natural phenomena have received much attention from the computer graphics community. Synthetic of natural phenomena are required for such diverse applications as flight simulators, special effects, video games and other virtual realty. In special effects industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. This paper presents particle system API(Application Program Interfaces) for generating special effects in virtual reality applications. The API are a set of functions that allow C++ programs to simulate the dynamics of particles for special effects in interactive and non-interactive graphics applications, not for scientific simulation.

  • PDF

Rendering Trees Using Billboarding Method with View Dependent Texture Re-creation in Real-Time (시점 종속적 빌보드 텍스쳐 재생성을 이용한 나무의 실시간 렌더링)

  • Min, Sung-Hwan;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.8 no.4
    • /
    • pp.9-16
    • /
    • 2002
  • In this paper we propose an extended billboarding method for rendering trees. It's difficult circumstance that PC renders forest by general polygon rendering in real-time, because tree object consists of tremendous leaves and limbs. Our method re-creates an appropriate texture image by 3D image warping equation each frame, and we use it for a billboarding method. For speed up, we use warping method with a image pyramid and image caching.

  • PDF

A Parameter-Based Hairstyler (패러미터 기반 머리카락 모델링 기법)

  • Choe, Byoung-Won;Ko, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
    • /
    • v.10 no.2
    • /
    • pp.10-16
    • /
    • 2004
  • This paper presents an interactive technique that produces static human hairstyles by generating individual hair strands of the desired shape and color, subject to the presence of gravity and collisions. A variety of human hairstyles can be generated by supplying a few parameters to the modeling core, which consists of the wisp generator and hair deformation solver. Wisps are generated employing statistical approaches. As for hair deformation, a method that is not physically-based is proposed to efficiently account for the effects of gravity and collisions. The technique produces various hairstyles much faster than previously proposed methods, and the styles generated by this technique are remarkably realistic.

  • PDF