• 제목/요약/키워드: Texture Mapping

검색결과 207건 처리시간 0.156초

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

  • 최승학;문병인;어길수;이홍렬
    • 한국컴퓨터그래픽스학회논문지
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    • 제2권1호
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    • pp.15-23
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    • 1996
  • 범프 맵핑(bump mapping)은 나무껍질과 같은 울퉁불퉁한 물체를 표현하기 위한 방법으로서 텍스쳐 맵핑(texture mapping)보다 더욱 사실적인 영상을 얻을 수 있는 렌더링(rendering) 기법이다. 본 논문에서는 기존의 범프 맵핑 알고리즘의 단점을 보완한 새로운 알고리즘을 제시하며, 또한 이 알고리즘을 실시간으로 처리하기 위한 하드웨어 구조를 제시한다. 이는 기존의 구조에 비해 구현하기가 더욱 간단한 것이다.

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

  • 원선희;김계영
    • 한국정보과학회논문지:컴퓨팅의 실제 및 레터
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    • 제15권9호
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    • pp.705-709
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    • 2009
  • 본 논문에서는 직교하는 2장의 얼굴영상과 얼굴 특징 자동추출을 통하여 3차원 얼굴모델을 생성하는 기술을 제안한다. 제안하는 기술은 3차원 얼굴모델을 개인화하는 부분과 2장의 얼굴영상으로부터 얻은 텍스쳐 맵을 3차원 얼굴모델에 사상하는 부분으로 구성된다.

A WEATHERED IMAGE GENERATION METHOD FOR LANDSCAPE SIMULATION

  • Mukai, Nobuhiko;Morino, Masashi;Kosugi, Makoto
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.816-820
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    • 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.

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Design and Implementation of Virtual Aquarium

  • Bak, Seon-Hui;Lee, Heeman
    • 한국컴퓨터정보학회논문지
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    • 제21권12호
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    • pp.43-49
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    • 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
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    • 제44권1호
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    • pp.51-61
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    • 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.

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

  • 장가람;신용득;윤재식;박재한;배지훈;이영수;백문홍
    • 제어로봇시스템학회논문지
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    • 제19권10호
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    • pp.928-935
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    • 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
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2003년도 Proceedings of ACRS 2003 ISRS
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    • pp.1177-1179
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    • 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.

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

  • 이상락
    • 한국게임학회 논문지
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    • 제3권1호
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    • pp.3-9
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    • 2003
  • 본 논문에서는 텍스쳐 매핑과 파티클 시스템을 이용하여, 눈 내리는 장면의 애니매이션을 OpenGL로 구현하는 두가지 방법을 제시하고 이들의 실행 결과를 비교 분석하였다. 하나는 glPointSize()함수를 사용하는 것이고 또 다른 하나는 glutSolidSphere()함수를 사용하는 것이다. 실행 결과 전자가 후자보다 실행 결과가 빨라서 속도가 느린 PC나 내리는 눈의 개체 수가 많은 경우에 사용하기에 더 적절한 방법이라 생각된다. 또 전자의 방법을 이용한 구현 과정에서 눈의 모앙과 눈의 색깔의 제어가 서로 상충되는 사실을 발견하고 이미지를 조작하여 그것을 해결하는 방법을 제시한다.

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

  • 조지승;정병묵;박무진
    • 한국정밀공학회지
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    • 제20권8호
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    • pp.70-75
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    • 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.

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

  • 박상근
    • 융복합기술연구소 논문집
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    • 제12권1호
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    • pp.1-5
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    • 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.