• Title/Summary/Keyword: Light and Shadow

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Real-time Soft-shadow using Shadow Atlas (그림자 아틀라스를 이용한 부드러운 그림자 생성 방법)

  • Park, Sun-Yong;Yang, Jin-Suk;Oh, Kyoung-Su
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.11-16
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    • 2011
  • In computer graphics, shadows play a very important role as a hint of inter-object distance as well as themselves in terms of realism. To represent shadows, some traditional methods such as shadow mapping and shadow volume have been frequently used for the purpose. However, the rendering results are not natural since they assume the point light. On the contrary, an area light can render soft-shadows, but its computation is too burdensome due to integral over the whole light source surface. Many alternatives have been introduced, back-projection of occluder onto the light source to get visibility of light or filtering of shadow boundary by calculating size of penumbra. But they also have problems of light bleeding or ringing effects because of low order approximation, or low performance. In this paper, we describe a method to improve those problems using shadow atlas.

Hierarchical Subdivision of Light Distribution Model for Realistic Shadow Generation in Augmented Reality (증강현실에서 사실적인 그림자 생성을 위한 조명 분포 모델의 계층적 분할)

  • Kim, Iksu;Eem, Changkyoung;Hong, Hyunki
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.24-35
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    • 2016
  • By estimating environment light distribution, we can generate realistic shadow images in AR(augmented reality). When we estimate light distribution without sensing equipment, environment light model, geometry of virtual object, and surface reflection property are needed. Previous study using 3D marker builds surrounding light environment with a geodesic dome model and analyzes shadow images. Because this method employs candidate shadow maps in initial scene setup, however, it is difficult to estimate precise light information. This paper presents a novel light estimation method based on hierarchical light distribution model subdivision. By using an overlapping area ratio of the segmented shadow and candidate shadow map, we can make hierarchical subdivision of light geodesic dome.

Utilization Methods & Expressive Characteristics of Shadows in Fashion Photograph (패션 사진에 나타난 그림자의 활용 방식 및 표현 특성)

  • Lee, Na Hyun;Chun, Jae Hoon
    • Journal of the Korean Society of Costume
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    • v.64 no.7
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    • pp.82-96
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    • 2014
  • This study views the shadows cast by the light and a subject provides new interpretations rather than it simply being an additive product. Particularly in fashion photograph, light and shadows are often used as tools to convey meaning. Accordingly, this study aims to classify the utilization of the shadow created by light and deriving its expressive characteristics in fashion photograph. To achieve these research aims, literature and case studies were conducted. The results are as follows. First, the shadows were mainly focused on a subject. Secondly, shadows caused by lighting is casted directly into the inside of the main subject in a frame takes a role of omission or emphasis. Third, shadows caused by a second unseen object outside the frame are utilized with the main subject in the frame. Based on these results above, spatial third dimensionality, optical illusion and accentuation were derived as expressive characteristics of the shadow in fashion photograph. As such, in fashion photograph, shadow is an important element for photographers. The variability of the shadow makes it possible for creative changes as its amount, angle and direction can be altered by adjusting the light in accordance with the intention of the artist. Therefore, its utilization methods will be diversified hereafter. Accordingly, it is required to recognize that shadow may be recreated as an independent object in fashion photograph.

Motion-Blurred Shadows Utilizing a Depth-Time Ranges Shadow Map

  • Hong, MinhPhuoc;Oh, Kyoungsu
    • Journal of Information Processing Systems
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    • v.14 no.4
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    • pp.877-891
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    • 2018
  • In this paper, we propose a novel algorithm for rendering motion-blurred shadows utilizing a depth-time ranges shadow map. First, we render a scene from a light source to generate a shadow map. For each pixel in the shadow map, we store a list of depth-time ranges. Each range has two points defining a period where a particular geometry was visible to the light source and two distances from the light. Next, we render the scene from the camera to perform shadow tests. With the depths and times of each range, we can easily sample the shadow map at a particular receiver and time. Our algorithm runs entirely on GPUs and solves various problems encountered by previous approaches.

A Real-time Soft Shadow Rendering Method under the Area Lights having an Arbitrary Shape (임의의 모양을 가지는 면광원 하의 실시간 부드러운 그림자 생성 방법)

  • Chun, Youngjae;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.77-84
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    • 2014
  • Presence of soft shadow effects from an area light makes virtual scenes look more realistic. However, since computation of soft shadow effects takes a long time, acceleration methods are required to apply it to real-time 3D applications. Many researches assumed that area lights are white rectangles. We suggest a new method which renders soft shadows under the area light source having arbitrary shape and color. In order to approximate visibility test, we use a shadow mapping result near a pixel. Complexity of shadow near a pixel is used to determine degree of precision of our visibility estimation. Finally, our method can present more realistic soft shadows for the area light that have more general shape and color in real-time.

Catching efficiency of LED fishing lamp and behavioral reaction of common squid Todarodes pacificus to the shadow section of color LED light (LED 색광의 음영구역에 대한 살오징어의 행동반응 및 LED 집어등의 어획성능)

  • An, Young-Il;Jeong, Hak-Geun
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.47 no.3
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    • pp.183-193
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    • 2011
  • This study made a comparative analysis of behavioral reaction of squid to red (624nm), green (524nm), blue (460nm) & white LED light, its arrival time for the shadow section by making the shadow section in the central section of a water tank just like the bottom part of a squid jigging vessel, and on-site catching efficiency of LED fishing lamp with control fishing vessel. The color LED light showing the highest squidgathering rate as against the shadow section was found to be blue LED light with 39.3% rate under the dark (0.05lx) condition. Under the brighter condition than 0.05lx, white LED light was found to have the highest gathering rate of 41.5%. In addition, it was found that squid gathering rate was high at the shadow section which showed 6.3-fold brightness difference between the shadow section and bright section. As for the arrival time for the shadow section, blue LED light was found to be the fastest in attracting squids in 192.7 seconds under the dark condition while the red LED light was the fastest in luring squids in 164.6 seconds under the bright condition. The ratio of the squid-jigging operation and sailing in fuel consumption of the fishing vessel loaded with LED fishing lamp is about 7 to 1, showing most of the fuel is consumed more in sailing than in squid-jigging operation. As for a catch of squid, the control vessel loaded with MH (Metal Halide) fishing lamp had more catch of 600-7,080 squids than the vessel loaded with LED fishing lamp having a catch of 260-1,700 squids. In addition, even in the comparison of a catch per automatic jigging machine, the catch of the vessel loaded with MH fishing lamp excelled that of the vessel loaded with LED fishing lamp in 6 operations of squid jigging out of 9 operations. The ratio of hand-jigging and automatic jigging machine (one line) in the LED fishing lamp vessel was 1:1.1 excepting the case of having a catch only using an automatic jigging machine, showing almost the same with each other in catches, while in case of a MH fishing lamp vessel, its ratio against hand-jigging was 1 to 5.8, showing hand-jigging excelled in catches.

Development of Neuropsychological Model for Spatial Ability and Application to Light & Shadow Problem Solving Process (공간능력에 대한 신경과학적 모델 개발 및 빛과 그림자 문제 해결 과정에의 적용)

  • Shin, Jung-Yun;Yang, Il-Ho;Park, Sang-woo
    • Journal of The Korean Association For Science Education
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    • v.41 no.5
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    • pp.371-390
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    • 2021
  • The purpose of this study is to develop a neuropsychological model for the spatial ability factor and to divide the brain active area involved in the light & shadow problem solving process into the domain-general ability and the domain-specific ability based on the neuropsychological model. Twenty-four male college students participated in the study to measure the synchronized eye movement and electroencephalograms (EEG) while they performed the spatial ability test and the light & shadow tasks. Neuropsychological model for the spatial ability factor and light & shadow problem solving process was developed by integrating the measurements of the participants' eye movements, brain activity areas, and the interview findings regarding their thoughts and strategies. The results of this study are as follows; first, the spatial visualization and mental rotation factors mainly required activation of the parietal lobe, and the spatial orientation factor required activation of the frontal lobe. Second, in the light & shadow problem solving process, participants use both their spatial ability as a domain-general thought, and the application of scientific principles as a domain-specific thought. The brain activity patterns resulting from a participants' inferring the shadow by parallel light source and inferring the shadow when the direction of the light changed were similar to the neuropsychological model for the spatial visualization factor. The brain activity pattern from inferring an object from its shadow by light from multiple directions was similar to the neuropsychological model for the spatial orientation factor. The brain activity pattern from inferring a shadow with a point source of light was similar to the neuropsychological model for the spatial visualization factor. In addition, when solving the light & shadow tasks, the brain's middle temporal gyrus, precentral gyrus, inferior frontal gyrus, middle frontal gyrus were additionally activated, which are responsible for deductive reasoning, working memory, and planning for action.

The Effectiveness of the Constructivist Shadow Activities on Children's Conception of Shadow and Scientific Attitudes (구성주의 접근의 그림자 활동이 유아의 그림자 개념 발달과 과학적 태도에 미치는 효과)

  • Kim, Eun-Hee;Kim, Sun-Young
    • Korean Journal of Child Studies
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    • v.28 no.2
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    • pp.19-37
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    • 2007
  • In this study of the relative effectiveness of constructivist and non-constructivist approaches to shadow activity for young children, 59 children in two kindergarten classes were assigned to constructivist or non constructivist conditions. Each group participated in 12 units covering shadow search, shadow making, changing shadow size, changing shadow position, and shadow disappearance. Analysis of covariance of differences between the mean scores of the two groups on the posttests of shadow concepts and scientific attitudes revealed that the children in the constructivist group performed better than the children in the non-constructivist group. This confirms the constructivist approach to shadow activities as good science activities for young children by promoting their active experimentation using reasoning about light to foster spatio-causal relations construction.

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The Effects of Cognitive Acceleration Instructional Strategies Applied to Unit of 'The Light and Shadow' in Elementary School (초등학교 빛과 그림자 단원에 적용한 인지 가속 수업 전략의 효과)

  • Jeong, Soon-Hwa;Kim, Sun-Ja;Park, Jong-Wook
    • Journal of Korean Elementary Science Education
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    • v.28 no.3
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    • pp.321-330
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    • 2009
  • This study investigated the effects of teaching-learning lesson plan using cognitive acceleration instructional strategies applied to the unit, 'The Light and Shadow' in elementary school. Two classes of the second grade elementary students (N=63) in Chungcheongbukdo districts were assigned to control and treatment groups each, and were taught about 'The Light and Shadow' for 8 class hours. For the treatment group, teaching-learning lesson plan using cognitive acceleration instructional strategies developed by this research was applied. The traditional instruction by textbook and teacher's guides was used for the control group. All students were tested with the test for concept of the shadow and the test for academic achievement about the unit. As the result of the post-test, the scores of the treatment group were higher than those of the control group. However, it was not statistically meaningful difference. The scores of the treatment group were significantly higher than those of the control group in the delayed-post-test for concept of the shadow. No significant interaction was observed with respect to the students' gender, instruction and pre-level for the concept of the shadow. Data analysis indicated that the scores of the treatment group were significantly higher than those of the control group in the post-test and delayed- post-test for the concept of the shadow in the area of object permanence. Our research work shows the effectiveness of the teaching-learning lesson using cognitive acceleration instructional strategies for the development for concept of the shadow for elementary school students, and suggests the necessity for this kind of teaching-learning program in the fields.

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Shadow Generation By Extracted Point data on Subregion (영역별 데이터 추출에의한 효과적인 그림자 표현)

  • Ko, Chan;Kang, Jung-Ho
    • Journal of the Korea Computer Industry Society
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    • v.3 no.2
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    • pp.217-226
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    • 2002
  • To describe an object realistically is the most important thing in the 3-dimentional space in computer graphics. It is not enough with one or two factors. Several factors should be considered such as perspective sense, cubic effect, material of an object, shadow, strength of light, etc. A shadow algorithm plays an important part in the realistic description of an object. There are many methods to describe a shadow, but it means numerous repeated operations to describe a shadow and it needs much time. We seperate the shadow part and calculate the strength of light for numerous points and it takes much time. This thesis presents a new method to describe a shadow quickly by separating categories maintaining a realistic description of an object.

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