• Title/Summary/Keyword: Real-time shadow

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Real-Time Shadow Generation using Image Warping (이미지 와핑을 이용한 실시간 그림자 생성 기법)

  • Kang, Byung-Kwon;Ihm, In-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.5
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    • pp.245-256
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    • 2002
  • Shadows are important elements in producing a realistic image. Generation of exact shapes and positions of shadows is essential in rendering since it provides users with visual cues on the scene. It is also very important to be able to create soft shadows resulted from area light sources since they increase the visual realism drastically. In spite of their importance. the existing shadow generation algorithms still have some problems in producing realistic shadows in real-time. While image-based rendering techniques can often be effective1y applied to real-time shadow generation, such techniques usually demand so large memory space for storing preprocessed shadow maps. An effective compression method can help in reducing memory requirement, only at the additional decoding costs. In this paper, we propose a new image-barred shadow generation method based on image warping. With this method, it is possible to generate realistic shadows using only small sizes of pre-generated shadow maps, and is easy to extend to soft shadow generation. Our method will be efficiently used for generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

Soft Shadow with integral Filtering (적분기반 필터링을 이용한 소프트 섀도우)

  • Zhang, Bo;Oh, KyoungSu
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.65-74
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    • 2020
  • In the shadow map method, if the shadow map is magnified, the shadow has a jagged silhouette. Herein, we propose a soft shadow method that filters reshaped silhouettes analytically. First, the shadow silhouette is reshaped through sub-texel edge detection, which is based on linear or quadratic curve models. Second, an integral shadow filtering algorithm is used to accurately obtain the average shadow intensity from a definite integral estimation. The implementation demonstrates that our solution can effectively eliminate jagged aliasing and efficiently generate soft shadows.

A method of generating virtual shadow dataset of buildings for the shadow detection and removal

  • Kim, Kangjik;Chun, Junchul
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.49-56
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    • 2020
  • Detecting shadows in images and restoring or removing them was a very challenging task in computer vision. Traditional researches used color information, edges, and thresholds to detect shadows, but there were errors such as not considering the penumbra area of shadow or even detecting a black area that is not a shadow. Deep learning has been successful in various fields of computer vision, and research on applying deep learning has started in the field of shadow detection and removal. However, it was very difficult and time-consuming to collect data for network learning, and there were many limited conditions for shooting. In particular, it was more difficult to obtain shadow data from buildings and satellite images, which hindered the progress of the research. In this paper, we propose a method for generating shadow data from buildings and satellites using Unity3D. In the virtual Unity space, 3D objects existing in the real world were placed, and shadows were generated using lights effects to shoot. Through this, it is possible to get all three types of images (shadow-free, shadow image, shadow mask) necessary for shadow detection and removal when training deep learning networks. The method proposed in this paper contributes to helping the progress of the research by providing big data in the field of building or satellite shadow detection and removal research, which is difficult for learning deep learning networks due to the absence of data. And this can be a suboptimal method. We believe that we have contributed in that we can apply virtual data to test deep learning networks before applying real data.

A Study on the Real Time Culling of Infinite Sets of Geometries Using OSP Tree (OSP Tree를 이용한 무한순차 입력 형상의 실시간 컬링에 관한 연구)

  • 표종현;채영호
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.2
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    • pp.75-83
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    • 2003
  • In this paper, OSP(Octal Space Partitioning) tree is proposed for the real time culling of infinite sets of geometries in interactive Virtual Environment applications. And MSVBSP(Modified Shadow Volume BSP) tree is suggested for the occlusion culling. Experimental results show that the OSP and MSVBSP tree are efficiently implemented in real time rendering of interactive geometries.

Real-time shadow creation technique for a online game (온라인 게임을 위한 실시간 음영 생성 기법)

  • Lee, Sung-Ug;Bae, Jae-Hawan
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.635-638
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    • 2008
  • Online games' environments have recently changed with developments of computer technique. Various factors such as respective for realistic expression, solidity, the quality of the material, shadow, should be considered. In these factors, shadow expression plays a important role for realistic one. A lot of repeated operation should be executed to provide shadow. In other words, realm division against a lot of dots to estimate objections and the degree of brightness should be divided. This paper provides effective methods to perform realistic shadow through mapping LOD of objections as shadow without drawing data to judge the realm of shadow for shadow creation.

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Real-time Micro-algae Flocculation Analysis Method Based on Lens-free Shadow Imaging Technique (LSIT) (렌즈프리 그림자 이미징 기술을 이용한 실시간 미세조류 응집현상 분석법)

  • Seo, Dongmin;Oh, Sangwoo;Dong, Dandan;Lee, Jae Woo;Seo, Sungkyu
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.19 no.4
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    • pp.341-348
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    • 2016
  • Micro-algae, one of the biological resources for alternative energy, has been heavily studied. Among various methods to analyze the status of the micro-algae including counting, screening, and flocculation, the flocculation approach has been widely accepted in many critical applications such as red tide removal study or microalgae resource study. To characterize the flocculation status of the micro-alga. A traditional optical modality, i.e., photospectrometry, measuring the optical density of the flocs has been frequently employed. While this traditional optical method needs shorter time than the counting method in flocculation status analysis, it has relatively lower detection accuracy. To address this issue, a novel real-time micro-algae flocculation analysis method based on the lens-free shadow imaging technique (LSIT) is introduced. Both single cell detection and floc detection are simultaneously available with a proposed lens-free shadow image, confirmed by comparing the results with optical microscope images. And three shadow parameters, e.g., number of flocs, effective area of flocs, and maximum size of floc, enabling quantification of the flocculation phenomenon of micro-alga, are firstly demonstrated in this article. The efficacy of each shadow parameter is verified with the real-time flocculation monitoring experiments using custom developed cohesive agents.

Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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Design and Implementation of Image Detection System Using Vertical Histogram-Based Shadow Removal Algorithm (수직 히스토그램 기반 그림자 제거 알고리즘을 이용한 영상 감지 시스템 설계 및 구현)

  • Jang, Young-Hwan;Lee, Jae-Chul;Park, Seok-Cheon;Lee, Bong-Gyou;Lee, Sang-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.1
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    • pp.91-99
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    • 2020
  • For the shadow removal technology that is the base technology of the image detection system, real-time image processing has a problem that the processing speed is reduced due to the calculation complexity and it is also sensitive to illumination or light because shadows are removed only by the difference in brightness. Therefore, in this paper, we improved real-time performance by reducing the calculation complexity through the removal of the weighting part in order to solve the problem of the conventional system. In addition, we designed and evaluated an image detection system based on a shadow removal algorithm that could improve the shadow recognition rate using a vertical histogram. The evaluation results confirmed that the average speed increased by approximately 5.6ms and the detection rate improved by approximately 5.5%p compared to the conventional image detection system.

Estimating Illumination Distribution to Generate Realistic Shadows in Augmented Reality

  • Eem, Changkyoung;Kim, Iksu;Jung, Yeongseok;Hong, Hyunki
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.6
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    • pp.2289-2301
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    • 2015
  • Mobile devices are becoming powerful enough to realize augmented reality (AR) application. This paper introduces two AR methods to estimate an environmental illumination distribution of a scene. In the first method, we extract the lighting direction and intensity from input images captured with a front-side camera of a mobile device, using its orientation sensor. The second method extracts shadow regions cast by three dimensional (3D) AR marker of known shape and size. Because previous methods examine per pixel shadow intensity, their performances are much affected by the number of sampling points, positions, and threshold values. By using a simple binary operation between the previously clustered shadow regions and the threshold real shadow regions, we can compute efficiently their relative area proportions according to threshold values. This area-based method can overcome point sampling problem and threshold value selection. Experiment results demonstrate that the proposed methods generate natural image with multiple smooth shadows in real-time.

A Verification & Validation Methodology Study on the Development of A-SMGCS (A-SMGCS 개발에 따른 적정성 평가와 검증방법에 관한 연구)

  • Hong, Seung-Beom;Choi, Seung-Hoon;Cho, Young-Jin;Choi, Youn-Chul
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.22 no.2
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    • pp.81-86
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    • 2014
  • In this paper, we states the verification and validation methodology for the modular system of A-SMGCS which defined in the ICAO Manual on Advanced Surface Movement Guidance and Control Systems. Such systems aim to maintain the declared surface movement rate under all weather conditions while maintaining the required level of safety. With the complete concept of an A-SMGCS, air traffic controllers, vehicle drivers, flight crews, and are assisted with surface operations in terms of surveillance, control, routing/planning and guidance tasks. A-SMGCS verification and validation for the development of Real Time Simulation, shadow mode trials, operational trials are conducted through three methods. In this study, the characteristics and the need for such a verification method was examined.