• Title/Summary/Keyword: Real-time shadow

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A method for image-based shadow interaction with virtual objects

  • Ha, Hyunwoo;Ko, Kwanghee
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.26-37
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    • 2015
  • A lot of researchers have been investigating interactive portable projection systems such as a mini-projector. In addition, in exhibition halls and museums, there is a trend toward using interactive projection systems to make viewing more exciting and impressive. They can also be applied in the field of art, for example, in creating shadow plays. The key idea of the interactive portable projection systems is to recognize the user's gesture in real-time. In this paper, a vision-based shadow gesture recognition method is proposed for interactive projection systems. The gesture recognition method is based on the screen image obtained by a single web camera. The method separates only the shadow area by combining the binary image with an input image using a learning algorithm that isolates the background from the input image. The region of interest is recognized with labeling the shadow of separated regions, and then hand shadows are isolated using the defect, convex hull, and moment of each region. To distinguish hand gestures, Hu's invariant moment method is used. An optical flow algorithm is used for tracking the fingertip. Using this method, a few interactive applications are developed, which are presented in this paper.

A Shadow Culling Algorithm for Interactive Ray Tracing (대화형 광선 추적법을 위한 그림자 컬링 알고리즘)

  • Nah, Jae-Ho;Park, Woo-Chan;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.179-189
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    • 2009
  • We present a novel shadow culling algorithm for interactive ray tracing. Our approach exploits frame-to-frame coherence instead of preprocessing of building shadow data, so this algorithm is suitable for dynamic ray raying. In this algorithm, shadow processing results are stored to each primitive and used in the next frames. We also present a novel occlusion testing method. This method corrects potential shadow errors in our culling algorithm and requires low overhead. Experiment results show that our algorithm reduced both the traversal cost by 7-19 percent and the intersection cost by 9-24 percent.

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Automatic Detection of Vehicle Area Rectangle and Traffic Volume Measurement through Vehicle Sub-Shadow Accumulation (차량 그림자 누적을 통한 검지 영역 자동 설정 및 교통량 측정 방법)

  • Kim, Jee-Wan;Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.8
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    • pp.1885-1894
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    • 2014
  • There are various high-performance algorithms in the area of the existing VDSs (vehicle detection systems). However, they requires a large amount of computational time-complexity and their systems generally are very expensive and consumes high-power. This paper proposes real-time traffic information detection algorithm that can be applied to low-cost, low-power, and open development platform such as Android. This algorithm uses a vehicle's sub-shadow to set ROI(region of interest) and to count vehicles using a location of the sub-shadow and the vehicle. The proposed algorithm is able to count the vehicles per each roads and each directions separately. The experiment result show that the detection rate for going-up vehicles is 94.1% and that for going-down vehicles is 97.1%. These results are close to or surpasses 95%, the detection rate of commercial loop detectors.

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.

Experiment of 3D LOS Analysis of Gridded Terrestrial LiDAR Data (격자화된 지상라이다 자료의 3차원 가시선 분석 실험)

  • Hong, Tae-Min;Pyeon, Mu-Wook;Kang, Nam-Gi;Lee, Byoung-Kil;Kim, Chang-Jae
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.27 no.3
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    • pp.357-365
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    • 2009
  • RTLS(Real-Time location system) for Location tracking of personnel and equipment of a construction site is now in development, among these techniques the wireless LAN-based techniques are being considered. To introduce these techniques to the construction site, the 3-dimensional visibility analysis prior to the installation location of AP must be simulated. At this time, three-dimensional visibility analysis considering the propagation distance of RTLS signal of AP(Access Point) should be performed. In this research, two processing methods LOS boundary are tested to various grid size of gridded terrestrial LiDAR data, and the results were compared. In evaluations of visible area, the Scanline Fill-Method shows approximately 7.4% more visible area than the Shadow Clipping-Method, but the Shadow Clipping-Method shows stable results for the grid size. About the processing time, the Scanline Fill-Method is about 2 times faster compared to the Shadow Clipping-Method.

A Study on Shadow Handling in Top-Down View 2D Games (탑-다운 뷰 2D 게임의 그림자 처리에 대한 연구)

  • SangWon Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.83-84
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    • 2023
  • 2D 게임의 이미지들은 2D 스프라이트(Sprite) 조각들을 같은 평면에 겹쳐 그리는 방식으로 표현한다. 탑다운 뷰(Top-Down View) 2D 게임 시점은 평면의 그림에 입체적인 묘사를 함으로써 캐릭터나 오브젝트가 수직으로 일어서 있는듯한 3D 느낌을 전달한다. 그러나 실제로는 2D 평면이므로 3D 그림자 맵(Shadow Map) 방식을 사용할 수 없는 단점이 있다. 본 논문에서는 2D 스프라이트 오브젝트의 그림자를 3D 그림자맵으로 생성하는 방법과 동반되는 이슈들을 제시한다.

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Bounding Box based Shadow Ray Culling Method for Real-Time Ray Tracer (실시간 광선추적기를 위한 바운딩 박스 기반의 그림자 검사 컬링 기법)

  • Kim, Sangduk;Kim, Jin-Woo;Park, Woo-Chan;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.85-94
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    • 2013
  • In this paper, we propose a scheme to reduce the number of shadow tests conducted during rendering of ray tracing. The shadow test is a very important process in ray tracing to generate photo-realistic images. In the rendering phase, the ray tracer determines whether to cull the shadow test based on information calculated from a shadow test conducted on the kd-tree in the preprocessing phase. In conventional rendering process, the proposed method can be used with little modification. The proposed method is suitable for a static scene, in which the geometry and light source does not change in the same manner as it does in the conventional method. The validity of the proposed scheme is verified and its performance is evaluated during cycle-accurate simulation. Through experiment results, we found that we could reduce up to 17% of the shadow test.

The Design and Implementation of Precision RTLS in the Radio Shadow Area (전파 음영지역을 고려한 정밀한 RTLS의 설계 및 구현)

  • Son, Sang-Hyun;Choi, Hoon;Jung, Yeon-Su;Baek, Yun-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.4A
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    • pp.401-407
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    • 2010
  • As according to utilizing mobile devices, the real time locating system to provide high quality service is required. RTLS based on wireless communication can be damaged from radio shadow areas which guarantee the line of sight. To cope with the radio shadow area, this paper proposes the performance improvement method using assistant tags and a directional antenna based reader. In addition, this paper also provides the design and implementation of RTLS and experiments for performance evaluation. The result shows that a success rate is increased up to 38% and accuracy is a CEP of 1.13 meters.

Shadow Classification for Detecting Vehicles in a Single Frame (단일 프레임에서 차량 검출을 위한 그림자 분류 기법)

  • Lee, Dae-Ho;Park, Young-Tae
    • Journal of KIISE:Software and Applications
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    • v.34 no.11
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    • pp.991-1000
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    • 2007
  • A new robust approach to detect vehicles in a single frame of traffic scenes is presented. The method is based on the multi-level shadow classification, which has been shown to have the capability of extracting correct shadow shapes regardless of the operating conditions. The rationale of this classification is supported by the fact that shadow regions underneath vehicles usually exhibit darker gray level regardless of the vehicle brightness and illuminating conditions. Classified shadows provide string clues on the presence of vehicles. Unlike other schemes, neither background nor temporal information is utilized; thereby the performance is robust to the abrupt change of weather and the traffic congestion. By a simple evidential reasoning, the shadow evidences are combined with bright evidences to locate correct position of vehicles. Experimental results show the missing rate ranges form 0.9% to 7.2%, while the false alarm rate is below 4% for six traffic scenes sets under different operating conditions. The processing speed for more than 70 frames per second could be obtained for nominal image size, which makes the real-time implementation of measuring the traffic parameters possible.

Real-time Ray-tracing Chip Architecture

  • Yoon, Hyung-Min;Lee, Byoung-Ok;Cheong, Cheol-Ho;Hur, Jin-Suk;Kim, Sang-Gon;Chung, Woo-Nam;Lee, Yong-Ho;Park, Woo-Chan
    • IEIE Transactions on Smart Processing and Computing
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    • v.4 no.2
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    • pp.65-70
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    • 2015
  • In this paper, we describe the world's first real-time ray-tracing chip architecture. Ray-tracing technology generates high-quality 3D graphics images better than current rasterization technology by providing four essential light effects: shadow, reflection, refraction and transmission. The real-time ray-tracing chip named RayChip includes a real-time ray-tracing graphics processing unit and an accelerating tree-building unit. An ARM Ltd. central processing unit (CPU) and other peripherals are also included to support all processes of 3D graphics applications. Using the accelerating tree-building unit named RayTree to minimize the CPU load, the chip uses a low-end CPU and decreases both silicon area and power consumption. The evaluation results with RayChip show appropriate performance to support real-time ray tracing in high-definition (HD) resolution, while the rendered images are scaled to full HD resolution. The chip also integrates the Linux operating system and the familiar OpenGL for Embedded Systems application programming interface for easy application development.