• Title/Summary/Keyword: Texture Mapping

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Adjustment of texture image for construction of a 3D virtual city (3D 가상도시 구축을 위한 건물 텍스쳐 이미지의 왜곡보정)

  • Kim, Sung-Su;Kim, Byung-Guk
    • Journal of Korean Society for Geospatial Information Science
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    • v.10 no.2 s.20
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    • pp.49-56
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    • 2002
  • Many users of 3D virtual city are Utilize a texture image for the cognition of real object. In this study, building's facet images were achieved by a digital camera and adjusted its distortion by use of the 2D projective transformation method. After then, Images are mapped to a 3D building model by means of the OpenGL. Application program is able to offer an automation solution to construction process of the 3D virtual city.

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Accelerated Volume Rendering based on 3D Texture Mapping Hardware using Normal Blending (3D 텍스쳐 매핑 하드웨어 하에서 법선 벡터 블렌딩을 이용한 가속화된 볼륨 렌더링)

  • Yun, Seong-Ui;Sin, Yeong-Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.4
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    • pp.181-187
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    • 2001
  • 본 논문에서는 3D 텍스쳐 매핑 하드웨어(texture mapping hardware)하에서 OpenGL를 이용하여 빠른 추출(classification) 및 음영처리(shading)를 가능하게 하는 직접 볼륨 렌더링(direct volume rendering) 방법을 제안한다. 추출과정을 위해 lookup table을 통해서 볼륨 데이터의 밀도값(density)으로부터 불투명도(opacity)값을 얻어내고, 법선 벡터 블렌딩(normal blending)방법을 제안하여 볼륨 크기에 상관없이 최종 이미지에서만 음영 처리 연산을 수행한다. 본 논문에서 제시된 볼륨 렌더링의 전과정이 그래픽스 하드웨어(graphics hardware)에서 이뤄지면, 음영처리 연산의 복잡도 감소로 인하여 상호 대화적인 볼륨 렌더링이 가능하다.

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A study on the design parameters for oblique aerial photography (경사사진 촬영을 위한 설계요소에 관한 연구)

  • Seo, Sang-Il;Park, Seon-Dong;Yoon, Dong-Jin
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2009.04a
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    • pp.78-82
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    • 2009
  • 최근 국내에는 다차원 공간정보 구축을 위하여 디지털 항공사진 및 항공라이다 장비를 이용하고 있으나, 위 데이터만을 이용하여 세밀하고 사실감 있는 3차원 공간데이터를 구축하는데 제한적이며, 고품질의 Texture Mapping을 위해 지상사진을 이용하지만 인력 및 작업 시간이 많이 소요된다. 이에 해외에서는 사실감 있는 3차원 공간정보 구축을 위하여 연직과 경사사진을 동시에 촬영하는 다각사진촬영시스템을 이용하고 있으며, 본 연구에서는 다각사진촬영시스템 개발시 고려해야할 경사사진 촬영 설계요소에 대하여 분석하였다. 연구결과 촬영고도, 카메라각도에 의하여 경사사진 주점의 거리, 지상해상도, 카메라 화각(FOV), 촬영영역에 대하여 분석할 수 있었다.

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Realistic Scenes Reproduction Based on Total Variation

  • Li, Weizhong;Ma, Honghua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.11
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    • pp.4413-4425
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    • 2020
  • In order to completely record all the information of realistic scenes, high dynamic range (HDR) images have been widely used in virtual reality, photography and computer graphics. A simple yet effective tone mapping method based on total variation is proposed so as to reproduce realistic scenes on low dynamic range (LDR) display devices. The structural component and texture component are obtained using total variation model in logarithmic domain. Then, the dynamic range of the structural component is compressed with an adaptive arcsine function. The texture component is processed by Taylor series. Finally, we adjust the saturation component using sigmoid function and restore the color information. Experimental results demonstrate that our method outperforms existing methods in terms of quality and speed.

A Study on 3D Face Modelling based on Dynamic Muscle Model for Face Animation (얼굴 애니메이션을 위한 동적인 근육모델에 기반한 3차원 얼굴 모델링에 관한 연구)

  • 김형균;오무송
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.2
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    • pp.322-327
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    • 2003
  • Based on dynamic muscle model to construct efficient face animation in this paper 30 face modelling techniques propose. Composed face muscle by faceline that connect 256 point and this point based on dynamic muscle model, and constructed wireframe because using this. After compose standard model who use wireframe, because using front side and side 2D picture, enforce texture mapping and created 3D individual face model. Used front side of characteristic points and side part for correct mapping, after make face that have texture coordinates using 2D coordinate of front side image and front side characteristic points, constructed face that have texture coordinates using 2D coordinate of side image and side characteristic points.

A Geographic Modeling System Using GIS and Real Images (GIS와 실영상을 이용한 지리 모델링 시스템)

  • 안현식
    • Spatial Information Research
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    • v.12 no.2
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    • pp.137-149
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    • 2004
  • For 3D modelling artificial objects with computers, we have to draw frames and paint the facet images on each side. In this paper, a geographic modelling system building automatically 3D geographic spaces using GIS data and real images of buildings is proposed. First, the 3D model of terrain is constructed by using TIN and DEM algorithms. The images of buildings are acquired with a camera and its position is estimated using vertical lines of the image and the GIS data. The height of the building is computed with the image and the position of the camera, which used for making up the frames of buildings. The 3D model of the building is obtained by detecting the facet iamges of the building and texture mapping them on the 3D frame. The proposed geographical modeling system is applied to real area and shows its effectiveness.

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A Low Power 3D Graphics Accelerator Considering Both Active and Standby Modes for Mobile Devices (모바일기기의 동작모드와 대기모드를 모두 고려한 저전력 3차원 그래픽 가속기)

  • Kim, Young-Sik
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.2
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    • pp.57-64
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    • 2007
  • This paper proposed the low power texture cache for mobile 3D graphics accelerators. It is very important to reduce the leakage power in the standby mode for mobile 3D graphics accelerators and the memory access latency of texture mapping in the active mode which needs a large memory bandwidth. The proposed structure reduces the leakage power using variable threshold values of power mode transitions according to the selected texture filtering algorithms of application programs, which has the run time gain for texture mapping. In the trace driven cache simulation the proposed structure shows the best 7% performance gain to the previous MSA cache according to the new performance metric considering both normalized leakage power and run time impact.

Object VR-based Virtual Textile Wearing System Using Textile Texture Mapping (직물 텍스쳐 매핑을 이용한 객체 VR 기반 가상 직물 착용 시스템)

  • Kwak, No-Yoon
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.239-247
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    • 2012
  • This paper is related to an Object VR-based virtual textile wearing system carrying out textile texture mapping based on viewpoint vector estimation and intensity difference map. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multi-view 2D images of clothes model for Object VR(Object Virtual Reality), and three-dimensionally viewing its virtual wearing appearance at multi-view points of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works.

A Study on the Improving the Rendering Performance of the 3D Road Model for the Vehicle Simulator (차량 시뮬레이터를 위한 3차원 도로모델의 렌더링 성능 향상에 관한 연구)

  • Choi, Young-Il;Jang, Suk;Kim, Kyu-Hee;Cho, Ki-Yong;Kwon, Seong-Jin;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.5
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    • pp.162-170
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    • 2004
  • In these days, a vehicle simulator is developed by using a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with a natural interaction, a sufficient immersion and realistic images. To achieve this, it is important to provide a fast and uniform rendering performance regardless of the complexity of virtual worlds or the level of simulation. In this paper, modeling methods which offer an improved rendering performance for complex VR applications as 3D road model have been implemented and verified. The key idea of the methods is to reduce a load of VR system by means of LOD(Level of Detail), alpha blending texture mapping, texture mip-mapping and bilboard. Hence, in 3D road model where a simulation is complex or a scene is very large, the methods can provide uniform and acceptable frame rates. The VR system which is constructed with the methods has been experimented under the various application environments. It is confirmed that the proposed methods are effective and adequate to the VR system which associates with a vehicle simulator.