• Title/Summary/Keyword: Texture Mapping

Search Result 206, Processing Time 0.026 seconds

Bump mapping algorithm for polygonal model and its hardware implementation (다각형 모델에서 범프 맵핑을 수행하기 위한 알고리즘과 하드웨어 구현)

  • Choi, Seung-Hak;Mun, Byung-In;Eo, Kil-Su;Lee, Hong-Youl
    • Journal of the Korea Computer Graphics Society
    • /
    • v.2 no.1
    • /
    • pp.15-23
    • /
    • 1996
  • Bump mapping is an elegant rendering technique to simulate wrinkled surfaces such as bark, which enables to produce more realistic image than texture-mapped one. This paper presents a new algorithm for bump mapping along with a hardware architecture to run our algorithm in real-time. The proposed approach is more efficient than previous one, and in particular, our hardware architecture is simpler to implement.

  • PDF

Texture Mapping and 3D Face Modeling using Two Views of 2D Face Images (2장의 2차원 얼굴영상을 이용한 텍스쳐 생성과 자동적인 3차원 얼굴모델링)

  • Weon, Sun-Hee;Kim, Gye-Young
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.9
    • /
    • pp.705-709
    • /
    • 2009
  • In this paper, we propose 3d face modeling using two orthogonal views of 2D face images and automatically facial feature extraction. Th proposed technique consists of 2 parts, personalization of 3d face model and texture mapping.

A WEATHERED IMAGE GENERATION METHOD FOR LANDSCAPE SIMULATION

  • Mukai, Nobuhiko;Morino, Masashi;Kosugi, Makoto
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.816-820
    • /
    • 2009
  • In landscape simulatin, it is necessary to express very realistic image generated by computer graphics. One solution is to use texture mapping; however, it needs a lot of work and time to obtain images for texture mapping since there are huge variety of images for buildings, roads, stations and so on, and the landscape image is diverse due to the weather and time. Especially, weathered images such as stain on walls, crack on roads and so forth, are needed to make the landscape image very realistic. These weathered images do not have to be strict so that it saves a lot of work and time for obtaining the images for texture mapping if we can generate a variety of weathered images automatically. Therefore, this paper describes how to generate a variety of weathered images automatically by changing the weathered shape of the original image.

  • PDF

Design and Implementation of Virtual Aquarium

  • Bak, Seon-Hui;Lee, Heeman
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.12
    • /
    • pp.43-49
    • /
    • 2016
  • This paper presents the design and implementation of virtual aquarium by generating 3D models of fishes that are colored by viewers in an aim to create interaction among viewers and aquarium. The virtual aquarium system is composed of multiple texture extraction modules, a single interface module and a single display module. The texture extraction module recognize the QR code on the canvas to get information of the predefined mapping table and then extract the texture data for the corresponding 3D model. The scanned image is segmented and warp transformed onto the texture image by using the mapping information. The extracted texture is transferred to the interface module to save on the server computer and the interface module sends the fish code and texture information to the display module. The display module generates a fish on the virtual aquarium by using predefined 3D model with the transmitted texture. The fishes on the virtual aquarium have three different swimming methods: self-swimming, autonomous swimming, and leader-following swimming. The three different swimming methods are discussed in this paper. The future study will be the implementation of virtual aquarium based on storytelling to further increase interactions with the viewer.

Voxel-wise UV parameterization and view-dependent texture synthesis for immersive rendering of truncated signed distance field scene model

  • Kim, Soowoong;Kang, Jungwon
    • ETRI Journal
    • /
    • v.44 no.1
    • /
    • pp.51-61
    • /
    • 2022
  • In this paper, we introduced a novel voxel-wise UV parameterization and view-dependent texture synthesis for the immersive rendering of a truncated signed distance field (TSDF) scene model. The proposed UV parameterization delegates a precomputed UV map to each voxel using the UV map lookup table and consequently, enabling efficient and high-quality texture mapping without a complex process. By leveraging the convenient UV parameterization, our view-dependent texture synthesis method extracts a set of local texture maps for each voxel from the multiview color images and separates them into a single view-independent diffuse map and a set of weight coefficients for an orthogonal specular map basis. Furthermore, the view-dependent specular maps for an arbitrary view are estimated by combining the specular weights of each source view using the location of the arbitrary and source viewpoints to generate the view-dependent textures for arbitrary views. The experimental results demonstrate that the proposed method effectively synthesizes texture for an arbitrary view, thereby enabling the visualization of view-dependent effects, such as specularity and mirror reflection.

Real-time Polygon Generation and Texture Mapping for Tele-operation using 3D Point Cloud Data (원격 작업을 위한 3 차원 점군 데이터기반의 실시간 폴리곤 생성 및 텍스처 맵핑 기법)

  • Jang, Ga-Ram;Shin, Yong-Deuk;Yoon, Jae-Shik;Park, Jae-Han;Bae, Ji-Hun;Lee, Young-Soo;Baeg, Moon-Hong
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.19 no.10
    • /
    • pp.928-935
    • /
    • 2013
  • In this paper, real-time polygon generation algorithm of 3D point cloud data and texture mapping for tele-operation is proposed. In a tele-operation, it is essential to provide more highly realistic visual information to a tele-operator. By using 3D point cloud data, the tele-operator can observe the working environment from various view point with a reconstructed 3D environment. However, there are huge empty space in 3D point cloud data, since there is no environmental information among the points. This empty space is not suitable for an environmental information. Therefore, real-time polygon generation algorithm of 3D point cloud data and texture mapping is presented to provide more highly realistic visual information to the tele-operator. The 3D environment reconstructed from the 3D point cloud data with texture mapped polygons is the crucial part of the tele-operation.

Automated texture mapping for 3D modeling of objects with complex shapes --- a case study of archaeological ruins

  • Fujiwara, Hidetomo;Nakagawa, Masafumi;Shibasaki, Ryosuke
    • Proceedings of the KSRS Conference
    • /
    • 2003.11a
    • /
    • pp.1177-1179
    • /
    • 2003
  • Recently, the ground-based laser profiler is used for acquisition of 3D spatial information of a rchaeological objects. However, it is very difficult to measure complicated objects, because of a relatively low-resolution. On the other hand, texture mapping can be a solution to complement the low resolution, and to generate 3D model with higher fidelity. But, a huge cost is required for the construction of textured 3D model, because huge labor is demanded, and the work depends on editor's experiences and skills . Moreover, the accuracy of data would be lost during the editing works. In this research, using the laser profiler and a non-calibrated digital camera, a method is proposed for the automatic generation of 3D model by integrating these data. At first, region segmentation is applied to laser range data to extract geometric features of an object in the laser range data. Various information such as normal vectors of planes, distances from a sensor and a sun-direction are used in this processing. Next, an image segmentation is also applied to the digital camera images, which include the same object. Then, geometrical relations are determined by corresponding the features extracted in the laser range data and digital camera’ images. By projecting digital camera image onto the surface data reconstructed from laser range image, the 3D texture model was generated automatically.

  • PDF

Animation of Snowy Scenery Using Texture Mapping and Particle Systems (텍스쳐 매핑과 파티클 시스템을 이용한 눈 내리는 전경의 애니메이션)

  • Lee, Sang-Rak
    • Journal of Korea Game Society
    • /
    • v.3 no.1
    • /
    • pp.3-9
    • /
    • 2003
  • This paper deals with animation of snowy scenery using texture mapping and particle system. Two different OpenGL programs were prepared and compared for implementation and evaluation of their performance. One used glPointSize(), and the other used glut SoildSphere(). Result of implementation revealed that the first was faster than the second. So the first is considered to be more useful for the slow PC. In relation to the first method, I found that control of shape of snow flake conflicts with that of color. Fortunately, I found out an esoteric method which handles the back ground image for scene that is used in texture mapping, I present that method.

  • PDF

Development of Color Inspection System of Printed Texture using Scanner (스캐너를 이용한 직물의 색상검사기 개발)

  • 조지승;정병묵;박무진
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.20 no.8
    • /
    • pp.70-75
    • /
    • 2003
  • It is very important to inspect the color of printed texture in the textile process. The standard colorimetric system used for the recognition of the color in the textile industry. It uses XYZ color system defined by CIE (Commission Internationale de 1Eclairage), but is too expensive. Therefore, in this paper, we propose a color inspection system of the printed texture using a color scanner. Because the scanner uses RGB value for color, it is necessary the mapping from RGB to XYZ. However, the mapping is not simple, and the scanner has even positional deviation because of the geometric characteristics. To transform from RGB to XYZ, we used a NN (neural network) model and also compensated the positional deviation. In real experiments, we could get fairly exact XYZ value from the proposed color inspection system in spite of using a color scanner with large measuring area.

Generation of 3D Terrain Mesh Using Noise Function and Height Map (노이즈 함수 및 높이맵을 이용한 3차원 지형 메쉬의 생성)

  • Sangkun, Park
    • Journal of Institute of Convergence Technology
    • /
    • v.12 no.1
    • /
    • pp.1-5
    • /
    • 2022
  • This paper describes an algorithm for generating a terrain using a noise function and a height map as one of the procedural terrain generation methods. The polygon mesh data structure to represent the generated terrain concisely and render it is also described. The Perlin noise function is used as the noise technique for terrain mesh, and the height data of the terrain is generated by combining the four noise waves. In addition, the terrain height information can be also obtained from actual image data taken from the satellite. The algorithm presented in this paper generates the geometry part of the polygon topography from the height data obtained, and generated a material for texture mapping with two textures, that is, a diffuse texture and a normal texture. The validity of the terrain method proposed in this paper is verified through application examples, and its possibility can be confirmed through performance verification.