• Title/Summary/Keyword: Light and Shadow

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A Shadow Mapping Technique Separating Static and Dynamic Objects in Games using Multiple Render Targets (다중 렌더 타겟을 사용하여 정적 및 동적 오브젝트를 분리한 게임용 그림자 매핑 기법)

  • Lee, Dongryul;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.99-108
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    • 2015
  • To identify the location of the object and improve the realism in 3D game, shadow mapping is widely used to compute the depth values of vertices in view of the light position. Since the depth value of the shadow map is calculated by the world coordinate, the depth values of the static object don't need to be updated. In this paper, (1) in order to improve the rendering speed, using multiple render targets the depth values of static objects stored only once are separated from those of dynamic objects stored each time. And (2) in order to improve the shadow quality in the quarter view 3D game, the position of the light is located close to dynamic objects traveled along the camera each time. The effectiveness of the proposed method is verified by the experiments according to the different static and dynamics object configuration in 3D game.

A Study on the Improvement of Accuracy of Surface Measurement in the Phase-Shifting Shadow Moir$\'{e}$ Method (위상이동 그림자 무아레방법을 이용한 형상측정법의 정확도 개선에 관한 연구)

  • 강영준;유원재;권용기
    • Journal of the Korean Society for Precision Engineering
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    • v.15 no.10
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    • pp.96-102
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    • 1998
  • In this study, the theory and application of phase-shifting shadow moire topography is focused on the non-contact measurement of object surfaces for practical use in the field of production engineering. Shadow moire topography has been studied during last few decades in the area of the optical physics, and now its mathmatical theory has been established. Generally, in case of the classical shadow moire topography, the sensitivity is a few tenths of millimeter in best cases. Here we tried the application of phase-shifting method to the conventional shadow moire topography. But the reference grating and the deformed grating are mutually dependent because it is impossible to obtain uniform phase shifts on the whole Held. Therefore it is difficult to use a phase-shifting method in shadow moire topography. However, it was shown that constant phase-shifting was able to be measured by moving both the grating and light source. Finally we obtained a better result by using this procedure and applied the phase-shifting shadow moire to three dimensional object measurement.

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Sensitivity Improvement of Shadow Moiré Technique Using LED Light and Deformation Measurement of Electronic Substrate (LED 광을 이용한 그림자 무아레 방법의 감도 향상 및 모바일 전자 기판의 변형 측정)

  • Yang, Heeju;Joo, Jinwon
    • Journal of the Microelectronics and Packaging Society
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    • v.26 no.4
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    • pp.141-148
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    • 2019
  • Electronic substrates used in a mobile device is composed of various materials, and when the temperature is changed during manufacturing or operating, thermal deformation and stress concentration occur due to the difference in thermal expansion coefficient of each material. The shadow moiré technique is a non-contact optical method that measures shape or out-of-plane displacement over the entire area, but it is necessary to overcome the Talbot effect for high sensitivity applications. In this paper, LED light sources of various wavelengths was used to overcome the Talbot effect caused in the shadow moiré technique. By using the phase shift method, an experimental method to retain the measurement sensitivity within 10 ㎛/fringe was proposed and evaluated, and this method is applied to the thermal deformation measurement of the mobile electronic substrate. In the case of using white light, there were several areas that could not be measured due to the Talbot effect, but in the case of using blue LED light, it was shown that a precise moiré pattern with a sensitivity of 6.25 ㎛/fringe could be obtained in most areas.

Analysis of Post Cleaning Solution After Wet Cleaning of Shadow Mask Used in OLED Process (OLED공정에서 사용되는 섀도마스크의 습식 세정 후 세정표면 및 세정용액 분석에 관한 연구)

  • Cui, Yinhua;Pyo, Sung Gyu
    • Journal of the Microelectronics and Packaging Society
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    • v.23 no.4
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    • pp.7-10
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    • 2016
  • The post cleaning method for clean the shadow mask using in OLED (organic light emitting diode) emitter layer is always reforming. The cleaning solution and analysis method of shadow mask is still lack and not optimized. We use the simple and useful analytical method to determine the quantity and quality of organic and inorganic residue on surface of shadow mask. Finally analyze the cleaning solution using Raman spectroscopy efficiently.

Shadow Texture Generation Using Temporal Coherence (시간일관성을 이용한 그림자 텍스처 생성방법)

  • Oh Kyoung-su;Shin Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1550-1555
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    • 2004
  • Shadows increase the visual realism of computer-generated images and they are good hint for spatial relationships between objects. Previous methods to produce a shadow texture for an object are to render all objects between the object and light source. Consequently entire time for generating shadow textures between all objects is Ο(Ν$^2$), where Ν is the number of objects. We propose a novel shadow texture generation method with constant processing time for each object using shadow depth buffet. In addition, we also present method to achieve further speed-up using temporal coherence. If the transition between dynamic and static state is not frequent, depth values of static objects does not vary significantly. So we can reuse the depth value for static objects and render only dynamic objects.

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ShadowCam Instrument and Investigation Overview

  • Mark Southwick Robinson;Scott Michael Brylow;Michael Alan Caplinger;Lynn Marie Carter;Matthew John Clark;Brett Wilcox Denevi;Nicholas Michael Estes;David Carl Humm;Prasun Mahanti;Douglas Arden Peckham;Michael Andrew Ravine;Jacob Andrieu Schaffner;Emerson Jacob Speyerer;Robert Vernon Wagner
    • Journal of Astronomy and Space Sciences
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    • v.40 no.4
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    • pp.149-171
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    • 2023
  • ShadowCam is a National Aeronautics and Space Administration Advanced Exploration Systems funded instrument hosted onboard the Korea Aerospace Research Institute (KARI) Korea Pathfinder Lunar Orbiter (KPLO) satellite. By collecting high-resolution images of permanently shadowed regions (PSRs), ShadowCam will provide critical information about the distribution and accessibility of water ice and other volatiles at spatial scales (1.7 m/pixel) required to mitigate risks and maximize the results of future exploration activities. The PSRs never see direct sunlight and are illuminated only by light reflected from nearby topographic highs. Since secondary illumination is very dim, ShadowCam was designed to be over 200 times more sensitive than previous imagers like the Lunar Reconnaissance Orbiter Camera Narrow Angle Camera (LROC NAC). ShadowCam images thus allow for unprecedented views into the shadows, but saturate while imaging sunlit terrain.

Ray Tracing Acceleration Schemes Based on Efficient Data Storage (효율적인 데이터 저장을 기초로 한 광선 추적의 가속화 방안)

  • 최현규;경종민
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.8
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    • pp.1270-1281
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    • 1989
  • This paper presents two new storage schemes of 3-D objects to accelerate the finding of the first intersecting object and the shadow computation steps in ray tracing. The 3-D objects which are potentially intersected with the first reflection (refraction)ray are enrolled within a so called reflection (refraction) frustum' for a polygon object. Only those objects registered in the corres ponding frustum are immediately checked for intersection with the secondary rays emanating from the same polygon. The other is called a shadow pyramid' which contains the candidate objects possibly blocking the path from the relevant light source to any point on the relevant polgon. The shadow testing of a point is performed only against the objects contained in the associated shadow pyramid. Despite the cost needed for registration of objects within frusta or shadow pyramids, the total rendering time of ray tracing using the proposed approaches was reduced by approximately 50% (10% in color rendering time and 70% in shadoe testing time) from the conventional cell 50% (10% in color rendering time and 70% in shadow testing time) from the conventional cell traversal scheme under the 3-D uniform subdivision environment due to the fast finding of candidate objects for intersection and the reduced number of intersection calculations.

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Feature-Based Light and Shadow Estimation for Video Compositing and Editing (동영상 합성 및 편집을 위한 특징점 기반 조명 및 그림자 추정)

  • Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.1-9
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    • 2012
  • Video-based modeling / rendering developed to produce photo-realistic video contents have been one of the important research topics in computer graphics and computer visions. To smoothly combine original input video clips and 3D graphic models, geometrical information of light sources and cameras used to capture a scene in the real world is essentially required. In this paper, we present a simple technique to estimate the position and orientation of an optimal light source from the topology of objects and the silhouettes of shadows appeared in the original video clips. The technique supports functions to generate well matched shadows as well as to render the inserted models by applying the estimated light sources. Shadows are known as an important visual cue that empirically indicates the relative location of objects in the 3D space. Thus our method can enhance realism in the final composed videos through the proposed shadow generation and rendering algorithms in real-time.

The Aesthetic Transformation of Shadow Images and the Extended Imagination (그림자 이미지의 미학적 변용과 확장된 상상력 :디지털 실루엣 애니메이션과 최근 미디어 아트의 흐름을 중심으로)

  • Kim, Young-Ok
    • Cartoon and Animation Studies
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    • s.49
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    • pp.651-676
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    • 2017
  • Shadow images are a representative medium and means of expression for the imagination that exists between consciousness and unconsciousness for thousands of years. Wherever light exists, people create play with their own shadows without special skills, and have made a fantasy at once. Shadow images have long been used as subjects and materials of literacy, art, philosophy, and popular culture. Especially in the field of art, people have been experimenting with visual stimulation through the uniqueness of simple silhouettes images. In the field of animation, it became to be recognized as a form of non - mainstream areas that are difficult to make. However, shadow images have been used more actively in the field of digital arts and media art. In this Environment with technologies, Various formative imaginations are being expressed more with shadow images in a new dimension. This study is to introduce and analyze these trends, the aesthetic transformations and extended methods focusing on digital silhouette animation and recent media art works using shadow images. Screen-based silhouette animation combines digital technology and new approaches that have escaped conventional methods have removed most of the elements that have been considered limitations, and these factors have become a matter of choice for the directors. Especially, in the display environment using various light sources, projection, and camera technology, shadow images were expressed with multiple-layered virtual spaces, and it becomes possible to imagine a new extended imagination. Through the computer vision, it became possible to find new gaze and spatial images and use it more flexibly. These changes have given new possibility to the use shadow images in a different way.

A Study on Determination of Fire Origin by Shadow analysis (화염 그림자 분석을 통한 최초 발화지점 확인에 관한 연구)

  • Lee, Seunghun;Choi, Minki;Choi, Donmook
    • Journal of the Korea Safety Management & Science
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    • v.16 no.3
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    • pp.165-173
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    • 2014
  • This study is about determination of fire origin by using analysis of shadow that was recorded CCTV data at the fire scene. This analysis is based on straight and radiate nature of light. At fire experiment with about 1m flame, we conformed that 2-dimensional extension line is focused at the bottom of the fire. If the fire is burning at the same level with shadow, it indicate the point of origin exactly. In 3-dimensional analysis that connect extensional line between distinctive points the shadow and the objet, the line focused in the ${\emptyset}$ 50cm-circle. We estimate the reason of that is because of the character of combustion of gases. The line indicate not the point of origin but the flame that is over the point of origin. thus, you have to consider the line indicate the flame when you do 3-dimensional analysis.