• Title/Summary/Keyword: Texture generation

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Photomosaic using a programmable GPU (프로그래밍 가능한 GPU를 이용한 포토 모자이크)

  • Kang, Dong-Wann;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.1
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    • pp.17-25
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    • 2008
  • We proposed the method for photomosaic generation using a programmable GPU. We design vertices to generate a photomosaic through a graphics pipeline and suggest a texture representation of an image database whice is used for tile. Both the source image and the tiles are stored to texture, which are matched by a vertex shader and drawn by a fragment shader. This is much faster than several techniques which achieve the best match for each tile.

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A Study on the Generation and Application of Photometric Data for Lighting Simulation (조명 시뮬레이션을 위한 측광데이터의 생성과 적용)

  • Hong, Sung-De
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.2
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    • pp.25-30
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    • 2006
  • The purpose of this study was to investigate how student felt the strengths and shortness of presentation methods for formation of interior spaces. For this study, the process of the interior architecture design class was divided into three stages: the programming. the design development, and the design completion. In the design development stage, students used presentation methods: hand sketch, scale model, computer modeling, and virtual realty. The strengths of hand sketch was that quick expression. Models provided three-dimensional feelings. Computer modelling provide realistic color and texture. Virtual reality provided three-dimensional immersion and real scale. It is effective that students collect brain storm images using quick hand sketch in the beginning of design development stage. After that, they compose interior spaces in study models with small scale. Watching the models, they design details of spaces by using hand sketch and computer modelling. Using virtual reality, they can check the scale and circulation. Finally, they complete computer modelling by texture mapping and check the final design in virtual reality.

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THE LASER-BASED AGGREGATE SCANNING SYSTEM: CURRENT CAPABILITIES AND POTENTIAL DEVELOPMENTS

  • Kim, Hyeong-Gwan;Rauch, Alanf;Haas, Carl T.
    • Construction Engineering and Management
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    • v.4 no.1 s.13
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    • pp.48-54
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    • 2003
  • An automated system for scanning and characterizing unbound aggregates, called the 'Laser-based Aggregate Scanning System'(LASS), has been developed at the University of Texas at Austin. The system uses a laser profiler to acquire and analyze true three-dimensional data on aggregate particles to measure various morphological properties. Tests have demonstrated that the system can rapidly and accurately measure grain size distribution and dimensional ratios, and can objectively quantify particle shape, angularity, and texture in a size invariant manner. In its present state of development, the LASS machine is a first-generation, laboratory testing device. With additional development, this technology is expected to provide high-quality, detailed information for laboratory and on-line quality control during aggregate production.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

Realistic individual 3D face modeling (사실적인 3D 얼굴 모델링 시스템)

  • Kim, Sang-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.8
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    • pp.1187-1193
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    • 2013
  • In this paper, we present realistic 3D head modeling and facial expression systems. For 3D head modeling, we perform generic model fitting to make individual head shape and texture mapping. To calculate the deformation function in the generic model fitting, we determine correspondence between individual heads and the generic model. Then, we reconstruct the feature points to 3D with simultaneously captured images from calibrated stereo camera. For texture mapping, we project the fitted generic model to image and map the texture in the predefined triangle mesh to generic model. To prevent extracting the wrong texture, we propose a simple method using a modified interpolation function. For generating 3D facial expression, we use the vector muscle based algorithm. For more realistic facial expression, we add the deformation of the skin according to the jaw rotation to basic vector muscle model and apply mass spring model. Finally, several 3D facial expression results are shown at the end of the paper.

Facial Texture Generation using an Image Registration Algorithm based on Ellipsoidal Prototype Model (타원체형 모델 기반의 영상정렬 알고리즘을 이용한 얼굴 텍스쳐 생성)

  • Lee Joong Jae;Noh Myung Woo;Choi Hyung Il
    • Journal of KIISE:Software and Applications
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    • v.32 no.1
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    • pp.22-33
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    • 2005
  • In this paper. we propose an image registration algorithm based on variable-sized blocks of ellipsoidal prototype model which is similar in shape to human face. While matching blocks, the existing cylindrical prototype model which only takes into account left and right curvature can accomplish a correct alignment on left and right images. But, registration errors are produced from up and down images because the cylindrical prototype model not reflects characteristics of head shape and jaw structure of human. The proposed method is a block matching algorithm which uses variable-sized blocks with considering left-right and up-down curvature of ellipsoidal face model and can correctly align images by using the correlation between them. We then adapt image mosaic technique to generate a face texture from aligned images. For this purpose, we stitch them with assigning linear weights according to the overlapped region and remove ghost effects to make more realistic facial texture.

A Study on the COntour Machining of Text using CNC Laser Machine (CNC레이저 가공기를 이용한 활자체 가공에 관한 연구)

  • 구영회
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1999.10a
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    • pp.554-559
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    • 1999
  • The purpose of this study is the machining of texture shapes by the contour fitting data. The hardware of the system comprises PC and scanning system, CO2 laser machine. There are four steps, (1) text image loading using scanning shapes or 2D image files, (2) generation of contour fitting data by the line and arc, cubic Bezier curve, (3) generation of NC code from the contouring fitting data, (4) machining by the DNC system. It is developed a software package, with which can conduct a micro CAM system of CNC laser machine in the PC without economical burden.

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A Study of Virtual 3D Fashion Coordination (가상 3D 패션 코디네이션 연구)

  • 강인애;김효숙;최창석
    • Journal of the Korean Home Economics Association
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    • v.40 no.6
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    • pp.159-171
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    • 2002
  • Today, many people seek for their own personal character which is distinguished from another people and they utilize fashion coordination as the was of expression their own image. In addition, interest in electronic commerce and cuber shopping mall on the internet is increasing. For this reason, visual and interesting virtual fashion coordination system is needed. The purpose of this study is to propose possibility of fashion coordination by virtual 3D model. For this study, 1. We make a 3D standard body model by automatic generation. 2. We make 3D fashion item (sleeveless top and flare skirt) by automatic generation. 3. We combine 3D body model with fashion item by special point, grouping and gap being between body and clothes. 4. We make textile palettes and textile DB for texture mapping and rendering. As a effect of this study, 1. It can give the chance to coordinate clothes suitable for their own character and bodyshape on the cuber space more speedily and variously. 2. It can help fashion internet shopping mall company can save a time, expenses and tries to advertise their new products, offer service for customers and lead customers to purchasing. 3. It can accumulate a database of design and textile for using by fashion and textile industry.

Development of a Web Service Generation System Using Virtual Environments (가상공간을 이용한 웹 서비스 생성 시스템 개발)

  • Park Chang-Keun;Lee Myeong Won
    • Journal of Internet Computing and Services
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    • v.4 no.1
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    • pp.27-37
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    • 2003
  • This paper presents the Web service generation system using virtual environments and databases. Main features include that the environments and databases are generated and maintained correspondingly. It means that the virtual environments are changed automatically if the databases are updated, and also that the databases are maintained accordingly as the information about the environments are modified at the scene End users can modify the property of the virtual environments in the scene directly using the VRML edit interface, which visualizes the structures of virtual environments. Each object can be accessed through the VRML editor, its property be modified directly, and the information is updated in the database automatically. Web service pages are maintained accordingly. In addition, we define a texture mapping method based on weighted view interpolation using 2 photo images for a scene. A texture mapping interface Is also provided for end users to generate realistic images themselves.

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Effect of Soil Texture and Tillage Method on Rice Yield and Methane Emission during Rice Cultivation in Paddy Soil

  • Cho, Hyeon-Suk;Seo, Myung-Chul;Kim, Jun-Hwan;Sang, Wan-gyu;Shin, Pyeong;Lee, Geon Hwi
    • Korean Journal of Soil Science and Fertilizer
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    • v.49 no.5
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    • pp.564-571
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    • 2016
  • As the amount of rice straw collected increases, green manure crops are used to provide the needed organic matter. However, as green manure crops generate methane in the process of decomposition, we tested with different tillage depths in order to reduce the emission. The atmosphere temperature of the chamber was $25{\sim}40^{\circ}C$ during the examination of methane and soil temperature was $2{\sim}10^{\circ}C$ lower than air temperature. The redox potential (Eh) of the soil drastically fell right before irrigated transplanting and showed -300~-400 mV during the cultivating period of rice (7~106 days after transplant). When hairy vetch was incorporated to soil and the field was not irrigated, the generation of methane did not occur from 12 to 4 days before transplanting rice and started after irrigation. Regarding the pattern of methane generation during the cultivation of rice, methane was generated 7 days after transplanting, reached the pinnacle at by 63~74 days after transplanting, rapidly decreased after 86~94 days past transplanting and stopped after 106 days past transplanting. When tested by different soil types, methane emission gradually increased in loam and clay loam during early transplant, whereas it sharply increased in sandy loam. The total amount of methane emitted was highest in sandy loam, followed by loam and clay loam. In all three soil types, methane emission significantly reduced when tillage depth was 20 cm compared to 10 cm. The rice growths and yield were not affected by tillage depth. Therefore, reduction of methane emission could be achieved when application hairy vetch to the soil with tillage depth of 20 cm in paddy soil.