• Title/Summary/Keyword: Shadow mapping

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Mipmap-Based Deferred Soft Shadow Mapping (밉맵 기반의 지연된 부드러운 그림자 매핑)

  • Kim, Sunggoo;Lee, Sungkil
    • Journal of KIISE
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    • v.43 no.4
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    • pp.399-403
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    • 2016
  • Deferred Shading is a shading technique that postprocesses pixels in the screen space, following geometry-only rendering passes with depth buffering. Unlike typical shadow mapping techniques, this technique allows us to render shadows from multiple light sources without changing the structure of the rendering pipelines. This paper presents a deferred shadow mapping technique and its extension to soft shadows using mipmapping. Our technique first generates visibility maps from light sources, and blurs the visibility maps for deferred shading. This strategy leads to efficient soft-edged shadows, but does not incorporate depth variation, producing light bleeding to some extent. In order to suppress the light-bleeding artifacts, we also propose a depth-adaptive mipmap sampling technique in the screen space.

2.5D human pose estimation for shadow puppet animation

  • Liu, Shiguang;Hua, Guoguang;Li, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.4
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    • pp.2042-2059
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    • 2019
  • Digital shadow puppet has traditionally relied on expensive motion capture equipments and complex design. In this paper, a low-cost driven technique is presented, that captures human pose estimation data with simple camera from real scenarios, and use them to drive virtual Chinese shadow play in a 2.5D scene. We propose a special method for extracting human pose data for driving virtual Chinese shadow play, which is called 2.5D human pose estimation. Firstly, we use the 3D human pose estimation method to obtain the initial data. In the process of the following transformation, we treat the depth feature as an implicit feature, and map body joints to the range of constraints. We call the obtain pose data as 2.5D pose data. However, the 2.5D pose data can not better control the shadow puppet directly, due to the difference in motion pattern and composition structure between real pose and shadow puppet. To this end, the 2.5D pose data transformation is carried out in the implicit pose mapping space based on self-network and the final 2.5D pose expression data is produced for animating shadow puppets. Experimental results have demonstrated the effectiveness of our new method.

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.

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 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.

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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SEMI-AUTOMATIC 3D BUILDING EXTRACTION FROM HIGH RESOLUTION SATELLITE IMAGES

  • Javzandulam, Tsend-Ayush;Rhee, Soo-Ahm;Kim, Tae-Jung;Kim, Kyung-Ok
    • Proceedings of the KSRS Conference
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    • v.2
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    • pp.606-609
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    • 2006
  • Extraction of building is one of essential issues for the 3D city models generation. In recent years, high-resolution satellite imagery has become widely available, and this shows an opportunity for the urban mapping. In this paper, we have developed a semi-automatic algorithm to extract 3D buildings in urban settlements areas from high-spatial resolution panchromatic imagery. The proposed algorithm determines building height interactively by projecting shadow regions for a given building height onto image space and by adjusting the building height until the shadow region and actual shadow in the image match. Proposed algorithm is tested with IKONOS images over Deajeon city and the algorithm showed promising results.┌阀؀䭏佈䉌ᔀ鳪떭臬隑駭验耀

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A Semi-automated Method to Extract 3D Building Structure

  • Javzandulam, Tsend-Ayush;Kim, Tae-Jung;Kim, Kyung-Ok
    • Korean Journal of Remote Sensing
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    • v.23 no.3
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    • pp.211-219
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    • 2007
  • Building extraction is one of the essential issues for 3D city modelling. In recent years, high-resolution satellite imagery has become widely available and it brings new methodology for urban mapping. In this paper, we have developed a semi-automatic algorithm to determine building heights from monoscopic high-resolution satellite data. The algorithm is based on the analysis of the projected shadow and actual shadow of a building. Once two roof comer points are measured manually, the algorithm detects (rectangular) roof boundary automatically. Then it estimates a building height automatically by projecting building shadow onto the image for a given building height, counting overlapping pixels between the projected shadow and actual shadow, and finding the height that maximizes the number of overlapping pixels. Once the height and roof boundary are available, the footprint and a 3D wireframe model of a building can be determined. The proposed algorithm is tested with IKONOS images over Deajeon city and the result is compared with the building height determined by stereo analysis. The accuracy of building height extraction is examined using standard error of estimate.

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.

Automatic Extraction of Land Cover information By Using KOMPSAT-2 Imagery (KOMPSAT-2 영상을 이용한 토지피복정보 자동 추출)

  • Lee, Hyun-Jik;Ru, Ji-Ho;Yu, Young-Geol
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2010.04a
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    • pp.277-280
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    • 2010
  • There is a need to convert the old low- or medium-resolution satellite image-based thematic mapping to the high-resolution satellite image-based mapping of GSD 1m grade or lower. There is also a need to generate middle- or large-scale thematic maps of 1:5,000 or lower. In this study, the DEM and orthoimage is generated with the KOMPSAT-2 stereo image of Yuseong-gu, Daejeon Metropolitan City. By utilizing the orthoimage, automatic extraction experiments of land cover information are generated for buildings, roads and urban areas, raw land(agricultural land), mountains and forests, hydrosphere, grassland, and shadow. The experiment results show that it is possible to classify, in detail, for natural features such as the hydrosphere, mountains and forests, grassland, shadow, and raw land. While artificial features such as roads, buildings, and urban areas can be easily classified with automatic extraction, there are difficulties on detailed classifications along the boundaries. Further research should be performed on the automation methods using the conventional thematic maps and all sorts of geo-spatial information and mapping techniques in order to classify thematic information in detail.

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