• Title/Summary/Keyword: Realistic illumination

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Real-Time Eye Detection and Tracking Under Various Light Conditions (다양한 조명하에서 실시간 눈 검출 및 추적)

  • 박호식;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.2
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    • pp.456-463
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    • 2004
  • Non-intrusive methods based on active remote IR illumination for eye tracking is important for many applications of vision-based man-machine interaction. One problem that has plagued those methods is their sensitivity to lighting condition change. This tends to significantly limit their scope of application. In this paper, we present a new real-time eye detection and tacking methodology that works under variable and realistic lighting conditions. Based on combining the bright-Pupil effect resulted from IR light and the conventional appearance-based object recognition technique, our method can robustly track eyes when the pupils ale not very bright due to significant external illumination interferences. The appearance model is incorporated in both eyes detection and tacking via the use of support vector machine and the mean shift tracking. Additional improvement is achieved from modifying the image acquisition apparatus including the illuminator and the camera.

A Hybrid Generation Method of Visual Effects for Mobile Entertainment Applications (모바일 엔터테인먼트 애플리케이션을 위한 혼합적 시각 효과 생성 방법)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.367-380
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    • 2015
  • This paper proposes a hybrid rendering method which combines pre-computed global illumination results and interactive local illumination techniques and thus could interactively produce photo-realistic visual effects for mobile entertainment applications. The proposed method uses the programmable shading capability of OpenGL, a de facto standard for computer graphics library so that it can be deployed in a real-world development environment. Also, it increases the rendering time by a negligible amount compared to normal rendering time since the pre-computed results are used as operands of plain arithmetic operations. Therefore it is expected to be applicable in practice for mobiles games which require real-time responsiveness to users.

A Study on Audience Counting Method in Auditorium Based on Pattern Comparison (패턴비교를 이용한 공연장에서의 관객 수 카운팅 방법에 관한 연구)

  • Sim, Sang-Kyun;Park, Young-Kyung;Kim, Joong-Kyu
    • The KIPS Transactions:PartB
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    • v.14B no.1 s.111
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    • pp.13-22
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    • 2007
  • In this paper, we propose an audience counting method in an auditorium based on pattern comparison. The previous counting methods based on object detection can't exactly count the audience in real time because auditorium has coarse illumination condition and so many audiences. Therefore, in this paper, we count the audience in an auditorium with fixed seats by the method which the pattern from each reference seat is compared to the pattern from each input seat. Especially, to overcome limitations based on either illumination or noise, two pattern comparison methods are efficiently employed and combined. One is based on the amplitude projection, and the other is based on Walsh-Hadamard Kernel. Walsh-Hadamard Kernel has the characteristic which complements amplitude projection. Therefore, we ran achieve the accurate counting in the presence of coarse illumination and noise. The experimental results show that our method performs well on sequences of images acquired in an auditorium. We also verify a realistic possibility for other applications applying our method to the parking positioning system.

Ambient Occlusion Volume Rendering using Multi-Range Statistics (다중 영역 통계량을 이용한 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.27-35
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    • 2015
  • This study presents a volume rendering method using ambient occlusion which is one of global illumination methods. By considering the volume density distribution as normal distribution, ambient occlusion can be calculated at real-time speed regardless of modification of opacity transfer function. We calculate and store the averages and standard deviations of densities in a block centered at each voxel in pre-processing time. In rendering process, we determine the illumination value by estimating the nearby opacity. We generalized theoretical model and generated better quality images improving our previous research. In detail, various shapes of transfer function can be used due to the proposed equation model. Moreover, we introduced a multi-range model to give nearer objects more weight. As the result, more realistic volume rendering image can be generated at real-time speed by mixing local and ambient occlusion shading.

Implementation of Real-time Interactive Ray Tracing on GPU (GPU 기반의 실시간 인터렉티브 광선추적법 구현)

  • Bae, Sung-Min;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.59-66
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    • 2007
  • Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.

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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.

Synthesis of Realistic Facial Expression using a Nonlinear Model for Skin Color Change (비선형 피부색 변화 모델을 이용한 실감적인 표정 합성)

  • Lee Jeong-Ho;Park Hyun;Moon Young-Shik
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.3 s.309
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    • pp.67-75
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    • 2006
  • Facial expressions exhibit not only facial feature motions, but also subtle changes in illumination and appearance. Since it is difficult to generate realistic facial expressions by using only geometric deformations, detailed features such as textures should also be deformed to achieve more realistic expression. The existing methods such as the expression ratio image have drawbacks, in that detailed changes of complexion by lighting can not be generated properly. In this paper, we propose a nonlinear model for skin color change and a model-based synthesis method for facial expression that can apply realistic expression details under different lighting conditions. The proposed method is composed of the following three steps; automatic extraction of facial features using active appearance model and geometric deformation of expression using warping, generation of facial expression using a model for nonlinear skin color change, and synthesis of original face with generated expression using a blending ratio that is computed by the Euclidean distance transform. Experimental results show that the proposed method generate realistic facial expressions under various lighting conditions.

A Small Number of Light Sources Estimation from Real World illumination for Fast Realistic Rendering (실세계 조명 정보를 포함하는 HDR영상 기반 소수 광원 추정 기법에 관한 연구)

  • Dachuri Naveen;Yoo Jae-Doug;Kim Seung-man;Lee Kwan H.
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.697-699
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    • 2005
  • 본 논문에서는 실세계 조명 정보를 표현하는 HDR(High Dynamic Range) 영상으로부터 소수의 방향성 광원을 추정하는 기법을 제안한다. 광원 추정을 위해 노출 시간을 달리한 일련의 일반 영상으로부터 실세계의 조명 정보를 선형적으로 표현할 수 있는 HDR영상을 생성한다. HDR영상의 색상 및 명도 변화를 이용하며 영역을 분할하고, 분할된 영역으로부터 명도 평균과 가중치를 이용하여 방향성 광원의 파라미터를 추출하는 방법을 제안한다. 제안된 방법의 장정은 비반복적인 기법을 사용하여 일관된 결과를 산출하여 사용자의 입력없이 자동으로 계산하는 것이다. 추정된 광원은 그래픽 하드웨어를 사용한 실시간 렌더링에 적용 가능하다. 또한 실시간 렌더링이 중요한 가상현실이나 증강현실 분야에서 가상의 오브젝트를 렌더링할 때 IBL(Image Based Lighting)등의 전역조명 효과와 유사한 사실적인 영상을 얻을 수 있다.

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Lighting Source Estimation from Real World Illumination for Realistic Shadowing (사실적인 shadow 표현을 위한 HDR 영상 기반 광원 추정)

  • Yoo, Jae-Doug;Dachuri, Naveen;Kim, Kang-Yeon;Lee, Kwan-H.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1277-1282
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    • 2006
  • 본 논문에서는 배경과 오브젝트 합성 시 사실적인 그림자 효과를 표현하기 위해 HDR 영상을 기반으로 한 소수의 방향성 광원을 추정하는 기법을 제안한다. 실 세계 정보를 모두 포함하는HDR 영상을 가시화 하기 위해 톤 맵핑(tone mapping)하여 그 영상으로부터 광원의 위치가 되는 밝은 영역들을 찾아내고 그 위치들로부터 방향성 광원을 추정한다. 카메라의 노출시간을 짧게 하여 촬영한 영상에서 나타나는 부분을 실제 광원이 위치하는 부분으로 볼 수 있으므로 톤 맵핑한 영상을 이미지 프로세싱을 거쳐 노출 시간을 짧게 하여 촬영한 영상과 비슷한 결과를 얻을 수 있도록 한 후 밝은 영역만 표현 되도록 한다. 전 처리를 거친 영상을 기반으로 밝은 영역을 추정하기 때문에 보다 정확한 광원의 위치 추정이 가능하며, 추정된 밝은 영역과 일치하는 HDR 영상의 데이터를 사용하기 때문에 정확한 광원의 위치와 데이터를 얻을 수 있다. 또한 추정된 광원은 실제 렌더링에 곧바로 사용이 가능하며, 이를 통해 사실적인 shadowing 효과를 얻을 수 있다.

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A Green LED Sensitivity Lighting System Using Smart Phone (스마트폰을 이용한 그린 LED 감성조명 시스템)

  • Cho, Myeon-Gyun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.2
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    • pp.103-111
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    • 2012
  • This paper introduces a novel concept of 'A Green LED Sensitivity Lighting System' which can automatically estimate QoS(quality of service) and emotional requirements of user using smart phone. And it can intelligently control ambient illumination lamp to conserve electric energy and to satisfy human sensitivity. The proposed system has 4 control modes; emotional lighting, smart lighting, green lighting and realistic lighting modes in order to comfort man's emotion, to maximize work efficiency, to save energy consumption and to make the entertainment more fun, respectively. When we choose green lighting mode for indoor office situations, an elaborate simulation shows that the proposed system with home network can reduce the energy by 50% compared to conventional light control system with a fixed time-based switching.