• Title/Summary/Keyword: Texture Mapping

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OpenGL ES 1.1 Implementation Using OpenGL (OpenGL을 이용한 OpenGL ES 1.1 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.159-168
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    • 2009
  • In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.

The Development of Major Tree Species Classification Model using Different Satellite Images and Machine Learning in Gwangneung Area (이종센서 위성영상과 머신 러닝을 활용한 광릉지역 주요 수종 분류 모델 개발)

  • Lim, Joongbin;Kim, Kyoung-Min;Kim, Myung-Kil
    • Korean Journal of Remote Sensing
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    • v.35 no.6_2
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    • pp.1037-1052
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    • 2019
  • We had developed in preceding study a classification model for the Korean pine and Larch with an accuracy of 98 percent using Hyperion and Sentinel-2 satellite images, texture information, and geometric information as the first step for tree species mapping in the inaccessible North Korea. Considering a share of major tree species in North Korea, the classification model needs to be expanded as it has a large share of Oak(29.5%), Pine (12.7%), Fir (8.2%), and as well as Larch (17.5%) and Korean pine (5.8%). In order to classify 5 major tree species, national forest type map of South Korea was used to build 11,039 training and 2,330 validation data. Sentinel-2 data was used to derive spectral information, and PlanetScope data was used to generate texture information. Geometric information was built from SRTM DEM data. As a machine learning algorithm, Random forest was used. As a result, the overall accuracy of classification was 80% with 0.80 kappa statistics. Based on the training data and the classification model constructed through this study, we will extend the application to Mt. Baekdu and North and South Goseong areas to confirm the applicability of tree species classification on the Korean Peninsula.

Application of Photo-realistic Modeling and Visualization Using Digital Image Data in 3D GIS (디지털 영상자료를 이용한 3D GIS의 사실적 모델링 및 가시화)

  • Jung, Sung-Heuk;Lee, Jae-Kee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.1
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    • pp.73-83
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    • 2008
  • For spatial analysis and decision-making based on territorial and urban information, technologies on 3D GIS with digital image data and photo-realistic 3D image models to visualize 3D modeling are being rapidly developed. Currently, satellite images, aerial images and aerial LiDAR data are mostly used to build 3D models and textures from oblique aerial photographs or terrestrial photographs are used to create 3D image models. However, we are in need of quality 3D image models as current models cannot express topographic and features most elaborately and realistically. Thus, this study analyzed techniques to use aerial photographs, aerial LiDAR, terrestrial photographs and terrestrial LiDAR to create a 3D image model with artificial features and special topographic that emphasize spatial accuracy, delicate depiction and photo-realistic imaging. A 3D image model with spatial accuracy and photographic texture was built to be served via 3D image map services systems on the Internet. As it was necessary to consider intended use and display scale when building 3D image models, in this study, we applied the concept of LoD(Level of Detail) to define 3D image model of buildings in five levels and established the models by following the levels.

Stereo Vision-Based Obstacle Detection and Vehicle Verification Methods Using U-Disparity Map and Bird's-Eye View Mapping (U-시차맵과 조감도를 이용한 스테레오 비전 기반의 장애물체 검출 및 차량 검증 방법)

  • Lee, Chung-Hee;Lim, Young-Chul;Kwon, Soon;Lee, Jong-Hun
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.6
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    • pp.86-96
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    • 2010
  • In this paper, we propose stereo vision-based obstacle detection and vehicle verification methods using U-disparity map and bird's-eye view mapping. First, we extract a road feature using maximum frequent values in each row and column. And we extract obstacle areas on the road using the extracted road feature. To extract obstacle areas exactly we utilize U-disparity map. We can extract obstacle areas exactly on the U-disparity map using threshold value which consists of disparity value and camera parameter. But there are still multiple obstacles in the extracted obstacle areas. Thus, we perform another processing, namely segmentation. We convert the extracted obstacle areas into a bird's-eye view using camera modeling and parameters. We can segment obstacle areas on the bird's-eye view robustly because obstacles are represented on it according to ranges. Finally, we verify the obstacles whether those are vehicles or not using various vehicle features, namely road contacting, constant horizontal length, aspect ratio and texture information. We conduct experiments to prove the performance of our proposed algorithms in real traffic situations.

Reconstruction of the Lost Hair Depth for 3D Human Actor Modeling (3차원 배우 모델링을 위한 깊이 영상의 손실된 머리카락 영역 복원)

  • Cho, Ji-Ho;Chang, In-Yeop;Lee, Kwan-H.
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.1-9
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    • 2007
  • In this paper, we propose a reconstruction technique of the lost hair region for 3D human actor modeling. An active depth sensor system can simultaneously capture both color and geometry information of any objects in real-time. However, it cannot acquire some regions whose surfaces are shiny and dark. Therefore, to get a natural 3D human model, the lost region in depth image should be recovered, especially human hair region. The recovery is performed using both color and depth images. We find out the hair region using color image first. After the boundary of hair region is estimated, the inside of hair region is estimated using an interpolation technique and closing operation. A 3D mesh model is generated after performing a series of operations including adaptive sampling, triangulation, mesh smoothing, and texture mapping. The proposed method can generate recovered 3D mesh stream automatically. The final 3D human model allows the user view interaction or haptic interaction in realistic broadcasting system.

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Synthesizing Faces of Animation Characters Using a 3D Model (3차원 모델을 사용한 애니메이션 캐릭터 얼굴의 합성)

  • Jang, Seok-Woo;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.31-40
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    • 2012
  • In this paper, we propose a method of synthesizing faces of a user and an animation character using a 3D face model. The suggested method first receives two orthogonal 2D face images and extracts major features of the face through the template snake. It then generates a user-customized 3D face model by adjusting a generalized face model using the extracted facial features and by mapping texture maps obtained from two input images to the 3D face model. Finally, it generates a user-customized animation character by synthesizing the generated 3D model to an animation character reflecting the position, size, facial expressions, and rotational information of the character. Experimental results show some results to verify the performance of the suggested algorithm. We expect that our method will be useful to various applications such as games and animation movies.

The Environmental Impact Assessment of at Road Design in the Light of the Sense for the Real from the Virtual Reality (환경영향평가를 위한 VR기법으로 현실감을 고려한 도로설계)

  • Choi, Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.10
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    • pp.1842-1847
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    • 2006
  • This paper is the environmental impact assessment of at road design in the light of the sense for the real from the virtual reality. For In this papers, This study developed 3D-model and virtual reality contents by suggesting the environmental impact assessment based on GIS in the road design. Ant through this process, it's possible to visualize the environmental impact assessment by constructing the 3D-model and simulation. The 3D-model can be a method to show the road effectively by maximizing the road's shape visually after the construction. The main construction which composes polyhedron model that is generated from digital map and aerial photo is built by mapping the real texture, so the Sense for the Real was more heightened. Through this study, it must be made to shorten a long time exhausting period of conference and construct more real road after due scene consideration by specific and various low-cost strategy in the environmental impact assessment afterwards.

A Mesh Segmentation Reflecting Global and Local Geometric Characteristics (전역 및 국부 기하 특성을 반영한 메쉬 분할)

  • Im, Jeong-Hun;Park, Young-Jin;Seong, Dong-Ook;Ha, Jong-Sung;Yoo, Kwan-Hee
    • The KIPS Transactions:PartA
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    • v.14A no.7
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    • pp.435-442
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    • 2007
  • This paper is concerned with the mesh segmentation problem that can be applied to diverse applications such as texture mapping, simplification, morphing, compression, and shape matching for 3D mesh models. The mesh segmentation is the process of dividing a given mesh into the disjoint set of sub-meshes. We propose a method for segmenting meshes by simultaneously reflecting global and local geometric characteristics of the meshes. First, we extract sharp vertices over mesh vertices by interpreting the curvatures and convexity of a given mesh, which are respectively contained in the local and global geometric characteristics of the mesh. Next, we partition the sharp vertices into the $\kappa$ number of clusters by adopting the $\kappa$-means clustering method [29] based on the Euclidean distances between all pairs of the sharp vertices. Other vertices excluding the sharp vertices are merged into the nearest clusters by Euclidean distances. Also we implement the proposed method and visualize its experimental results on several 3D mesh models.

Line Drawings from 2D Images (이차원 영상의 라인 드로잉)

  • Son, Min-Jung;Lee, Seung-Yong
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.12
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    • pp.665-682
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    • 2007
  • Line drawing is a widely used style in non-photorealistic rendering because it generates expressive descriptions of object shapes with a set of strokes. Although various techniques for line drawing of 3D objects have been developed, line drawing of 2D images has attracted little attention despite interesting applications, such as image stylization. This paper presents a robust and effective technique for generating line drawings from 2D images. The algorithm consists of three parts; filtering, linking, and stylization. In the filtering process, it constructs a likelihood function that estimates possible positions of lines in an image. In the linking process, line strokes are extracted from the likelihood function using clustering and graph search algorithms. In the stylization process, it generates various kinds of line drawings by applying curve fitting and texture mapping to the extracted line strokes. Experimental results demonstrate that the proposed technique can be applied to the various kinds of line drawings from 2D images with detail control.

FPGA Implementation of Scan Conversion Unit using SIMD Architecture and Hierarchical Tile-based Traversing Method (계층적 타일기반 탐색기법과 SIMD 구조가 적용된 스캔변환회로의 FPGA 구현)

  • Ha, Chang-Soo;Choi, Byeong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.9
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    • pp.2023-2030
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    • 2010
  • In this paper, we present research results of developing high performance scan conversion unit and implementing it on FPGA chip. To increase performance of scan conversion unit, we propose an architecture of scan converter that is a SIMD architecture and uses tile-based traversing method. The proposed scan conversion unit can operate about 124Mhz clock frequency on Xilinx Vertex4 LX100 device. To verify the scan conversion unit, we also develop shader unit, texture mapping unit and $240{\times}320$ color TFT-LCD controller to display outputs of the scan conversion unit on TFT-LCD. Because the scan conversion unit implemented on FPGA has 311Mpixels/sec pixel rate, it is applicable to desktop pc's 3d graphics system as well as mobile 3d graphics system needing high pixel rates.