• Title/Summary/Keyword: Texture generation

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A Research on 3D Texture Production Using Artificial Intelligence Softwear

  • Ke Ma;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.178-184
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    • 2023
  • AI image generation technology has become a popular research direction in the field of AI, which is widely used in the field of digital art and conceptual design, and can also be used in the process of 3D texture mapping. This paper introduces the production process of 3D texture mapping using AI image technology, and discusses whether it can be used as a new way of 3D texture mapping to enrich the 3D texture mapping production process. Two AI deep learning models, Stable Diffusion and Midjourney, were combined to generate high-quality AI textures. Finally, the lmage to material function of substance 3D Sampler was used to convert the AI-generated textures into PBR 3D texture maps. And applied in 3D environment. This study shows that 3D texture maps generated by AI image generation technology can be used in 3D environment, which not only has short production time and high production efficiency, but also has rich changes in map styles, which can be quickly adjusted and modified according to the design scheme. However, some AI texture maps need to be manually modified before they can be used. With the continuous development of AI technology, there will be great potential for further development and innovation of AI-generated image technology in the 3D content production process in the future.

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
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    • v.12 no.1
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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.

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
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    • v.19 no.10
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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.

Generating Face Textures for 3D Avatars from Photos (실사 영상을 사용한 3차원 아바타 얼굴 텍스쳐 생성)

  • Kim, Dong-Hee;Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.49-58
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    • 2008
  • In this paper, we propose a texture generation scheme for 3D avatars from three or more human face photos. First, we manually mark image positions corresponding to vertices of a given UVW map. Then, a face texture is automatically generated from the photo images. The proposed texture generation scheme extremely reduces the amount of manual work compared with the classical methods such as Photoshop-based schemes. The generated textures are photorealistic since the textures fully reflect the naturalness of the original photos. The texture creation scheme can be applied to any kind of mesh structures of 3D models and mesh structures need not be changed to accommodate the given textures. We created face textures from several triplets of photos and mapped them to 3D avatar faces. Experimental results showed that visual realism of avatar faces is much enhanced by the face textures.

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ENGINEERED SURFACE CONTROL IN TURNING PROCESS (선삭에서의 가공 표면 제어)

  • 홍민성
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.4 no.3
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    • pp.48-57
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    • 1995
  • The feasibility of generating controller surface topographies in single-point conventional turning operations is investigated. First, a mathematical model of the surface generation process was developed. Second, in order to control the texture of the machined surface, a micro-positioning stage and the associated command generation software were designed and built. Experimental examples have shown that surface texture can be precisely controlled and is in good agrement with the theoretical predictions.

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ENGINEERED SURFACE CONTROL IN TURNING PROCESS

  • 홍민성
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1995.03a
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    • pp.24-33
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    • 1995
  • The feasibility of generating controlled surface topographies in single-point conventional turning operations is investigated. First a mathematical model of the surface generation process was developed. Second in order to control the texture of the machined surface a micro-positioning stage and the associated command generation software were designed and built. Experimental examples have shown that surface texture can be precisely controlled and is in good agreement with the theoretical predictions.

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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
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    • 2003.11a
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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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Interactive Design System for Automatic Generation of Procedural Patterns (절차적 패턴의 자동 생성을 위한 인터랙티브 디자인 시스템)

  • 강재구;황용호;홍현기
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.10
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    • pp.603-609
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    • 2004
  • Procedural texture has many advantages that its representation is extremely compact and unfixed in resolution. However, it can be difficult for an end-user having no programming skill to build and debug. This paper presents a new interactive design system for procedural texture generation. The user's interactive design process based on multi-layer operations is represented with a graph structure, which consists of the data node, the operation and the output. Since our system generates automatically a shading language, a user who is not acquainted with implicit concepts can make procedural texturing by using an intuitive and flexible interface. Simulation results showed that the proposed method can make a variety of texture patterns efficiently.

Shadow Texture Generation Using Temporal Coherence (시간일관성을 이용한 그림자 텍스처 생성방법)

  • Oh Kyoung-su;Shin Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1550-1555
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    • 2004
  • Shadows increase the visual realism of computer-generated images and they are good hint for spatial relationships between objects. Previous methods to produce a shadow texture for an object are to render all objects between the object and light source. Consequently entire time for generating shadow textures between all objects is Ο(Ν$^2$), where Ν is the number of objects. We propose a novel shadow texture generation method with constant processing time for each object using shadow depth buffet. In addition, we also present method to achieve further speed-up using temporal coherence. If the transition between dynamic and static state is not frequent, depth values of static objects does not vary significantly. So we can reuse the depth value for static objects and render only dynamic objects.

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Texture Garbage Elimination Algorithm for Exemplar-based Image Inpainting (예제기반 영상 인페인팅을 위한 텍스쳐 가비지 제거 알고리즘)

  • Kong, Young Il;Lee, Si-Woong
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.186-189
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    • 2019
  • Image inpainting is an image processing technique that restores an image by naturally filling the empty or damaged regions in an image. In this paper, we present a new image inpainting technique that can suppress the generation of texture garbage which is one of the artifacts of existing exemplar-based image inpainting. Unlike the existing technique, only the stationary source patch is sampled as the exemplar patch based on the assumption of spatial stationarity of the texture. This prevents the texture garbage, which is an inconsistent piece of texture from being copied to the target region. Experimental results show that the texture synthesis using the proposed method produces more natural inpainting results than the existing method.