• Title/Summary/Keyword: Effect Rendering

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Numerical Reconstruction of Holographic Stereogram with Radial Distortion (방사 왜곡을 포함하는 홀로그래픽 스테레오그램의 수학적 복원)

  • Park, Jiyong;Kang, Hoonjong;Hong, Sunghee;Jung, Kwangmo;Lee, Seunghyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.10
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    • pp.911-919
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    • 2013
  • Evaluation of the effect of radial distortion for a holographic stereogram demands conducting an experiment which comprises rendering of a 3D obejc, acquisition of perspective images, rearrangement of the acquired images for hogel images and quality assessment of the observing image reconstructed from the holographic stereogram. We propose numerical implementation of this evaluation by a specially developed algorithm for modeling of all required steps. The modeling is done by using a numerical model of an optical engine for generation of radially distorted hogel images at various degrees of distortion. The distorted images are used to form the holographic stereogram and to make the numerically reconstructed images from the holographic stereogram which are observed by an observer at desired location. The reconstructed images are compared by using PSNR.

Center Determination for Cone-Beam X-ray Tomography

  • Narkbuakaew, W.;Ngamanekrat, S.;Withayachumnankul, W.;Pintavirooj, C.;Sangworasil, M.
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1885-1888
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    • 2004
  • In order to render 3D model of the bone, the stack of cross-sectional images must be reconstructed from a series of X-ray radiographs, served as the projections. In the case where the distance between x-ray source and detector is not infinite, image reconstruction from projection based on parallel-beam geometry provides an error in the cross-sectional image. In such case, image reconstruction from projection based on conebeam geometry must be exercised instead. This paper is devoted to the determination of detector center for SART conebeam Technique which is critically effect the performance of the resulting 3D modeling.

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Cel Shading for Apparent Shape (명확한 형태 표현을 위한 셀 쉐이딩)

  • Chung, Jae-Min;Seo, Sang-Hyun;Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.19-25
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    • 2008
  • In this paper, we present new cel shading technique using local light that increases local contrast for apparent shape depiction. To convey detail and overall shape, we employ virtual local light to represent cubic effect and local shape. Moreover, we control increase of local contrast using curvature as complexity and curvature as importance to adapt depicted local shape to feature of each area. Our technique depicts shape well wherever global light is.

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Texture-based Hatching for Color Image and Video

  • Yang, Hee-Kyung;Min, Kyung-Ha
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.4
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    • pp.763-781
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    • 2011
  • We present a texture-based hatching technique for color images and video. Whereas existing approaches produce monochrome hatching effects in considering of triangular mesh models by applying strokes of uniform size, our scheme produces color hatching effects from photographs and video using strokes with a range of sizes. We use a Delaunay triangulation to create a mesh of triangles with sizes that reflect the structure of an input image. At each vertex of this triangulation, the flow of the image is analyzed and a hatching texture is then created with the same alignment, based on real pencil strokes. This texture is given a modified version of a color sampled from the image, and then it is used to fill all the triangles adjoining the vertex. The three hatching textures that accumulate in each triangle are averaged and the result of this process across all the triangles forms the output image. We can also add a paper texture effect and enhance feature lines in the image. Our algorithm can also be applied to video. The results are visually pleasing hatching effects similar to those seen in color pencil drawings and oil paintings.

Haptic Effects Design for Haptic Dial System (햅틱 다이얼 시스템에서의 햅틱 효과 디자인)

  • Shin, Sang-Kyun;Kim, Lae-Hyun;Han, Man-Chul;Cho, Hyun-Chul;Park, Se-Hyung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.335-339
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    • 2009
  • The purpose of this study is to propose a new Haptic Dial System (HDS) for Virtual Prototyping by developing upgraded systems and various Haptic effects. The Haptic Effect Design (HED) which gives users sensations like handling actual products has a function of controlling loudness by force and changing Haptic effects on GUI windows in real-time. In addition, the HED has another function of editing intervals to express Haptic effects as graphical force and notch on windows. Many kind of dial knob can be attached and removed easily for testing the performance of actual product designs. The HDS can be remotecontrolled through giving and taking the information between motor part and GUI part with TCP communication. The HDS can be applied to the output devices of Haptic effects as well as input-interfaces.

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Effects of Data-hold Methods on Stability of Haptic System (데이터 홀드 방식에 따른 햅틱 시스템의 안정성 분석)

  • Lee, Kyungno
    • Journal of Institute of Convergence Technology
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    • v.2 no.2
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    • pp.35-39
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    • 2012
  • This paper presents the effect of data-hold methods on stability of haptic system with a virtual wall. When a human operator interacts with virtual wall, the lager the stiffness of the virtual wall is, the more realistic the operator feels that the virtual wall is. However, if the stiffness of the virtual wall becomes extremely large, the system may be unstable. When a virtual wall is designed, it is necessary to analyze the maximum available stiffness to guarantee a stable haptic interaction. The simulation model in this paper is developed based on the haptic device model, sampler, a virtual wall model, and data hold methods to compute the maximum stiffness for stability. The effectiveness of the simulation is evaluated through comparing the results of previous studies with the results of this simulation. In addition, the effects of two data hold methods, that is, zero-order hold (ZOH) and first-order hold (FOH) on the stability are analyzed and the values of the maximum available stiffness are compared through the simulation.

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A Study of Virtual 3D Fashion Coordination (가상 3D 패션 코디네이션 연구)

  • 강인애;김효숙;최창석
    • Journal of the Korean Home Economics Association
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    • v.40 no.6
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    • pp.159-171
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    • 2002
  • Today, many people seek for their own personal character which is distinguished from another people and they utilize fashion coordination as the was of expression their own image. In addition, interest in electronic commerce and cuber shopping mall on the internet is increasing. For this reason, visual and interesting virtual fashion coordination system is needed. The purpose of this study is to propose possibility of fashion coordination by virtual 3D model. For this study, 1. We make a 3D standard body model by automatic generation. 2. We make 3D fashion item (sleeveless top and flare skirt) by automatic generation. 3. We combine 3D body model with fashion item by special point, grouping and gap being between body and clothes. 4. We make textile palettes and textile DB for texture mapping and rendering. As a effect of this study, 1. It can give the chance to coordinate clothes suitable for their own character and bodyshape on the cuber space more speedily and variously. 2. It can help fashion internet shopping mall company can save a time, expenses and tries to advertise their new products, offer service for customers and lead customers to purchasing. 3. It can accumulate a database of design and textile for using by fashion and textile industry.

Mixed-Reality Based Situation Training System for the Developmental Disabled (발달장애인을 위한 혼합현실 기반 상황훈련 시스템)

  • Kim, Sung-Jin;Kim, Tae-Young;Lim, Chul-Soo
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.1-8
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    • 2008
  • This paper presents a design of a situation training system supporting mixed-reality for the developmental disabled. The training scenario is developed for the disabled to improve the sense of sight and perception. The user sticks a virtual pin into a hole in the working board according to the direction and the appropriate feedback is delivered based on the FSM(Finite State Machine). In order to improve the reality and the training effect, the user's hand is inserted in the virtual training environments and the tactile sensation is provided using the haptic device.

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Printmaking Style Effect using Image Processing Techniques (영상처리 기법을 이용한 판화 스타일 효과)

  • Kim, Seung-Wan;Gwun, Ou-Bong
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.76-83
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    • 2010
  • In this paper, we propose a method that converts a inputted real image to a image feeling like printmaking. That is, this method converts a inputted real image to man made rubber printmaking style image using image processing techniques such as spatial filters, image bit-block transfer, etc. The process is as follows. First, after detecting edges in source image, we get the first image by deleting noise lines and points, then by sharpening. Secondly, we get second image using the similar method to the first image. Finally, we blend the first and the second image by logical AND operation This processing enables us to represent rubber panel and knife effects. Also, the proposed method shows that double edge detecting is effective in enhancing line-width and removing the tiny lines.

A Study on the Status of 3Dimension Character Animation Industry (3차원 캐릭터 애니메이션 산업현황에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.14 no.2
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    • pp.87-94
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    • 2001
  • 3D character animation grow rapidly with the development of computer graphic technology and software. Nowadays 3D character animation holds a important position in the various industry fields including movie, advertisement, animation, and game. With the rapid growth of computer graphic, real time animation of complex characters as well as high quality rendering, which was impossible before, are now prevailing. What is remarkable in this growth is the appearance of virtual idol. The virtual idol plays a leading role in 3D character animation and has a synergy effect in the field of fancy and theme park industry. The aim of this inquiry is to examine the status of computer graphic skill and media related to the 3D character animation to search out the problems in the fields and to propose the solution of the problems

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