• Title/Summary/Keyword: Map texture

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Robust 2D Texture Map and 3D Model Based 2.5D Object Tracking and Camara Calibration (2D 텍스쳐맵과 3D 모델을 이용한 2.5D 물체 추적 및 카메라 캘리브레이션 알고리즘)

  • Hong, Hyun-Seok;Chung, Myung-Jin
    • Proceedings of the KIEE Conference
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    • 2006.07d
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    • pp.1999-2000
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    • 2006
  • 기존 2D 추적기들은 영상에서 특정 평면 영역을 원근 투영하에서 만족할 만한 추적결과를 보여주었다. 하지만 2D 추적기는 2D 영역들로 이루어진 3D물체를 영상에서 추적하는 경우, 물체자신의 회전에 의해 가려지거나 새로 나타나는 영역에 대해 대응하지 못하여 추적에 실패하게 되지만, 3D 정보를 이용한다면 이러한 사라짐과 나타나는 영역을 예측하고 완벽하게 추적할 수 있게 된다. 본 연구에서는 일련의 영상으로부터 3D 모델과 2D 텍스쳐맵을 추출하고, 이를 이용하여 3D 물체의 회전과 평행이동 움직임을 추적한다. 또한 카메라의 줌 파라미터를 모델링하고 추적기 알고리즘에 추가하여, 물체의 3차원 파라미터의 추적과 동시에 카메라 줌 파라미터를 추적하였다.

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Adaptive Iterative Depeckling of SAR Imagery (반복 적응법에 의한 SAR 잡음 제거)

  • Lee, Sang-Hoon
    • Proceedings of the KSRS Conference
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    • 2007.03a
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    • pp.126-129
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    • 2007
  • In this paper, an iterative MAP approach using a Bayesian model based on the lognormal distribution for image intensity and a GRF for image texture is proposed for despeckling the SAR images that are corrupted by multiplicative speckle noise. When the image intensity is logarithmically transformed, the speckle noise is approximately Gaussian additive noise, and it tends to a normal probability much faster than the intensity distribution. The MRF is incorporated into digital image analysis by viewing pixel type s as states of molecules in a lattice-like physical system defined on a GRF. Because of the MRFGRF equivalence, the assignment of an energy function to the physical system determines its Gibbs measure, which is used to model molecular mteractions. The proposed adaptive iterative method was evaluated using simulation data generated by the Monte Carlo method. In the extensive experiments of this study, the proposed method demonstrated the capability to relax speckle noise and estimate noise-free intensity.

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Rendering Performance Evaluation of 3D Games with Interior Mapping (Interior Mapping이 적용된 3D 게임의 렌더링 성능 평가)

  • Lee, Jae-Won;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.49-60
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    • 2019
  • Interior Mapping has been used to reduce graphics resources. In this paper, rendering speed(FPS), the number of polygons, shader complexity and each resource size of Interior Mapping were compared to those of actual modeling in order to examine the performance of 3D games when the technology is adapted by utilizing Unreal Engine 4. In addition, for the efficient application, the difference in performance according to the resolution and detail of cube map texture was verified.

Friction Characteristics for Density of Micro Dimples Using Photolithography (포토리소그라피를 이용한 마이크로 딤플의 밀도에 따른 마찰 특성)

  • Kim Seock-sam;Chae Young-hun
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.29 no.3 s.234
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    • pp.411-417
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    • 2005
  • Surface texturing of tribological application is another attractive technology of friction reducing. Also, reduction of friction is therefore considered to be a necessary requirement for improved efficiency of machine. In this paper attempts to investigate the effect of density for micro-scale dimple pattern using photolithography on bearing steel flat mated with pin-on-disk. We demonstrated the lubrication mechanism for a Stribeck curve, which has a relationship between the friction coefficient and a dimensionless parameter for lubrication condition. It is found that friction coefficient is depended on the density of surface pattern. It was thus verified that micro-scale dimple could affect the friction reduction considerably under mixed and hydrodynamic lubrication conditions from based on friction map. Lubrication condition regime has an influence on the friction coefficient induced the density of micro dimple.

Pixel Skipping with Stencil Buffer for Texture Based Volume Rendering (텍스춰 기반 볼륨 렌더링에서의 스텐실 버퍼를 이용한 픽셀 단위 건너뛰기)

  • Lee, Tek-Hee;Kim, Dong-Ho;Lee, Jeong-Jin;Shin, Yeong-Gil
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.4
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    • pp.1-7
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    • 2003
  • 본 논문에서는 GPU와 스텐실 버퍼(stencil buffer) 및 깊이 버퍼(depth buffer)를 이용하여 가려진 픽셀들을 렌더링 단계 이전에 건너뛰는(skipping) 방법을 제시하고자 한다. 그래픽 카드에 기본적으로 제공되는 기능인 깊이 및 스텐실 버퍼 검사(depth & stencil buffer test)를 이용하여 이진 차폐 맵(binary occlusion map)을 만들고 이를 재사용하여 가려지는 부분의 픽셀들을 효과적으로 건너뛰게 하는 방법이다. 전체 볼륨 데이터는 팔진트리(octree) 구조를 가진 서브볼륨들로 나뉘어 저장되며 시점에 가까운 서브볼륨부터 렌더링에 사용된다. 서브볼륨들을 차례로 렌더링하면서 차폐 맵을 갱신하게 하면, 멀리 있는 서브볼륨들을 렌더링할 때 이미 가려진 픽셀들을 렌더링에서 제외할 수 있다.

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Pose and Illumination Invariant Face Recognition Using Cylindrical Model (원통형 모델을 이용한 포즈와 조명 불변 얼굴인식)

  • Noh, Jin-Woo;Kim, Sang-Jun;Park, Gwi-Tae
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1909-1910
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    • 2008
  • 본 논문에서는 실린더 모델을 이용하여 머리의 다양한 포즈 변화와 조명 변화에 대해 강인한 얼굴 인식을 제안하고자 한다. 실린더 모델은 사람의 머리가 실린더 모양과 유사하고 그 표면은 얼굴에 해당된다고 가정한다. 실린더 모델은 6가지의 모션 파라메터를 따라 움직이며 Lucas-Kanade 알고리즘에 의해 모션 파라메터의 양을 결정한다. 강인한 동작을 위해 템플릿을 지속적으로 바꿔주는 동적 템플릿(dynamic template)방법과 그에 따른 에러가 누적되는 것을 막기 위해 re-registration방법을 사용한다. 조명 문제를 해결하기 위해 템플릿에서 조명 주성분 벡터를 추출하여 제거하는 방법으로 조명 효과를 제거한다. 실험에서는 다양한 포즈 변화와 조명 변화가 반영된 얼굴 데이터베이스를 구축하고 추출한 텍스쳐 맵(texture map image)을 SVM에 적용함으로서 포즈, 조명 변화에 강인한 얼굴인식을 보인다.

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SAR Despeckling with Boundary Correction

  • Lee, Sang-Hoon
    • Proceedings of the KSRS Conference
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    • 2007.10a
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    • pp.270-273
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    • 2007
  • In this paper, a SAR-despeck1ing approach of adaptive iteration based a Bayesian model using the lognormal distribution for image intensity and a Gibbs random field (GRF) for image texture is proposed for noise removal of the images that are corrupted by multiplicative speckle noise. When the image intensity is logarithmically transformed, the speckle noise is approximately Gaussian additive noise, and it tends to a normal probability much faster than the intensity distribution. The MRF is incorporated into digital image analysis by viewing pixel types as states of molecules in a lattice-like physical system. The iterative approach based on MRF is very effective for the inner areas of regions in the observed scene, but may result in yielding false reconstruction around the boundaries due to using wrong information of adjacent regions with different characteristics. The proposed method suggests an adaptive approach using variable parameters depending on the location of reconstructed area, that is, how near to the boundary. The proximity of boundary is estimated by the statistics based on edge value, standard deviation, entropy, and the 4th moment of intensity distribution.

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Landslide Susceptibility Analysis Using Artificial Neural Networks (인공신경망을 이용한 산사태 취약성 분석)

  • 이사로;류주형;민경덕;원중선
    • Economic and Environmental Geology
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    • v.33 no.4
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    • pp.333-340
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    • 2000
  • The purpose of this study is to develop landslide susceptibility analysis techniques using artificial neural network and apply the newly developed techniques for assessment of landslide susceptibility to study areas, Yongin. Landslide locations detected from interpretation of aerial photo and field survey, and topographic, soil and geological maps of the Yongin area were collected. The data of the locations of land-slide, slope, soil texture, topography and lithology were constructed into spatial database using GIS. Using the factors, landslide susceptibility was analyzed by artificial neural network methods. The results of the analysis were verified using the landslide location data. The validation results showed satisfactory agreement between the susceptibility map and landslide location data.

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Digital Watermarking Algorithm for Multiview Images Generated by Three-Dimensional Warping

  • Park, Scott;Kim, Bora;Kim, Dong-Wook;Seo, Youngho
    • Journal of information and communication convergence engineering
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    • v.13 no.1
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    • pp.62-68
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    • 2015
  • In this paper, we propose a watermarking method for protecting the ownership of three-dimensional (3D) content generated from depth and texture images. After selecting the target areas to preserve the watermark by depth-image-based rendering, the reference viewpoint image is moved right and left in the depth map until the maximum viewpoint change is obtained and the overlapped region is generated for marking space. The region is divided into four subparts and scanned. After applying discrete cosine transform, the watermarks are inserted. To extract the watermark, the viewpoint can be changed by referring to the viewpoint image and the corresponding depth image initially, before returning to the original viewpoint. The watermark embedding and extracting algorithm are based on quantization. The watermarked image is attacked by the methods of JPEG compression, blurring, sharpening, and salt-pepper noise.

Friction Behavior of Micro-scale Groove Surface Patterns Under Lubricated Sliding Contact

  • Chae Young-Hun
    • KSTLE International Journal
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    • v.6 no.2
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    • pp.51-57
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    • 2005
  • Surface texturing of tribological applications is an attractive technology of engineered surface. Therefore, reduction of friction is considered to be necessary for improved efficiency of machines. The current study investigated the potential of textured micro-scale grooves on bearing steel flat mated with pin-on-disk. We discuss reducing friction due to the influence of sliding direction at surface pattern. We can indicate lubrication mechanism as a Stribeck curve, which has a relationship between the friction coefficient and a dimensionless parameter for the lubrication condition. It was found that the friction coefficient was changed by the surface pattern and sliding direction, even when surface pattern was the same. It was thus verified that micro-scale grooves could affect the friction reduction considerably under mixed and hydrodynamic lubrication conditions. The lubrication regime influences the friction coefficient induced by the sliding direction of groove pattern. The friction coefficient depends on a combination of resistance force and hydrodynamic.