• Title/Summary/Keyword: point rendering

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A Study of Brush Stroke Generation Using Color Transfer (칼라변환을 이용한 브러쉬 스트로크의 생성에 관한 연구)

  • Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.1
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    • pp.11-18
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    • 2003
  • 본 논문에서는 회화적 렌더링에서 칼라변환을 이용한 브러쉬 스트로크의 생성에 관한 새로운 알고리즘을 제안한다. 본 논문의 브러쉬 스트로크 생성을 위한 전체적인 구성은 다음과 같다. 첫째, 두 장의 사진(한 장의 소스 이미지와 한 장의 참조 이미지)을 입력으로 하여 칼라 변환 이론을 적용하여 색상 테이블이 바뀐 새로운 이미지를 생성한다. 이 방법은 소스 이미지의 칼라 분포 형태를 창조 이미지의 칼라 분포 형태로 변환하기 위해, 선형 히스토그램 매칭이라 불리는, 간단한 통계학적 방법을 이용한다. 둘째, 가우시안 블러링과 소벨 필터를 이용하여 에지를 검출한다. 검출된 에지는 브러쉬 스트로크 렌더링 시 에지 부분에서 스트로크를 클리핑 함으로써 이미지의 윤곽선 보존을 위해 사용된다. 셋째, 브러쉬 스트로크의 방향을 결정하기 위한 방향맵을 생성한다. 방향맵은 입력 영상에 대한 영역 분할 및 병합을 토대로 만들어진다. 영역별 각 픽셀들에 대해 이미지 그래디언트에 기초한 일정한 방향을 부여함으로써 방향맵을 구성한다. 넷째, 구성된 방향맵을 참조하여 브러쉬 스트로크 생성의 기초가 되는 베지어 곡선(Bezier Curve)의 제어점(Control point)을 설정한다. 실제 회화작품에서 사용되는 브러쉬 스트로크는 일반적으로 곡선의 형태를 이루므로 곡선 표현이 가능한 베지어 곡선을 이용하여 브러쉬 스트로크를 표현하였다. 마지막으로, 생성된 브러쉬 스트로크를 에지부문에서 클리핑하고 배경색을 참조하여 블렌딩하거나 퐁 조명 모델을 이용하여 이미지에 적용하게 된다.

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Hole-filling Based on Disparity Map for DIBR

  • Liu, Ran;Xie, Hui;Tian, Fengchun;Wu, Yingjian;Tai, Guoqin;Tan, Yingchun;Tan, Weimin;Li, Bole;Chen, Hengxin;Ge, Liang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.10
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    • pp.2663-2678
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    • 2012
  • Due to sharp depth transition, big holes may be found in the novel view that is synthesized by depth-image-based rendering (DIBR). A hole-filling method based on disparity map is proposed. One important aspect of the method is that the disparity map of destination image is used for hole-filling, instead of the depth image of reference image. Firstly, the big hole detection based on disparity map is conducted, and the start point and the end point of the hole are recorded. Then foreground pixels and background pixels are distinguished for hole-dilating according to disparity map, so that areas with matching errors can be determined and eliminated. In addition, parallaxes of pixels in the area with holes and matching errors are changed to new values. Finally, holes are filled with background pixels from reference image according to these new parallaxes. Experimental results show that the quality of the new view after hole-filling is quite well; and geometric distortions are avoided in destination image, in contrast to the virtual view generated by depth-smoothing methods and image inpainting methods. Moreover, this method is easy for hardware implementation.

An Auto-range Fast Bilateral Filter Using Adaptive Standard Deviation for HDR Image Rendering (HDR 영상 렌더링을 위한 적응적 표준 편차를 이용한 자동 레인지 고속 양방향 필터)

  • Bae, Tae-Wuk;Lee, Sung-Hak;Kim, Byoung-Ik;Sohng, Kyu-Ik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.4C
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    • pp.350-357
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    • 2010
  • In this paper, we present an auto-range fast bilateral filter (FBF) for high-dynamic-range (HDR) images, which increases computation speed by using adaptive standard deviations for range filter (RF) of FBF in iCAM06. Many images that cover the entire dynamic range of the scene with different exposure times are fused into one High Dynamic Range (HDR) image. The representative algorithm for HDR image rendering is iCAM06, which is based on the iCAM framework, such as the local white point adaptation, chromatic adaptation, and the image processing transform (IPT) uniform color space. FBF in iCAM06 uses constant standard deviation in RF. So, it causes unnecessary FBF computation in high stimulus range with broad and low distribution. To solve this problem, the low stimulus image and high stimulus image of CIE tri-stimulus values (XYZ) divided by the threshold are respectively processed by adaptive standard deviation based on its histogram distribution. Experiment results show that the proposed method reduces computation time than the previous FBF.

A study on the arrangement of actuators and speaker zones of the panel speaker (패널 스피커의 가진기 및 스피커 배치에 관한 연구)

  • Jung-Han Woo;Seong-Hyun Lee;Yun-Ho Seo;Pyung-Sik Ma;Dongjoon Kim
    • The Journal of the Acoustical Society of Korea
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    • v.42 no.5
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    • pp.388-394
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    • 2023
  • When the vibration of the thin panel by exciting single point is used to radiate sound, the inherent vibration characteristic of the plate itself causes influence on the radiated sound. A conventional panel speaker system usually uses the single or double point excitations for generating the sound through the panel itself. The radiated sound can be easily distorted due to the modal characteristics of the plate so it is difficult to expect sufficient sound power or high radiation efficiency. In this paper, to achieve an immersive sound field, the multiple speaker zones on a thin panel are created with the limited number of actuators. The designated vibration field which can generates directional sound is realized by employing the vibro-acoustic inverse rendering methods. Actuators are arranged from the positions which have the advantage of implementing with multi-modal excitations. The location and number of actuators are compared with the location and number of controllable speaker zones by conducting numerical simulations.

Practical Issues of Mobile Haptic Interface and Their Improvements (이동형 햅틱 장치의 실제적 문제점과 그 향상 방안)

  • Lee, In;Hwang, In-Wook;Han, Kyung-Lyoung;Choi, Oh-Kyu;Lee, Jin S.;Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.390-395
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    • 2009
  • In this paper, we present practical issues in a Mobile Haptic Interface (MHI) and their improvements. The improvements can be categorized in three parts: 1) high-accuracy estimation of the world position of the haptic interface point, 2) motion planning algorithm to move the mobile base while avoiding collisions with the user and other objects, and 3) closed-loop force control to compensate the undesired effect of mobile base dynamics on the final rendering force perceived by the user.

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A NEW APPROACH FOR RANKING FUZZY NUMBERS BASED ON $\alpha$-CUTS

  • Basirzadeh, Hadi;Abbasi, Roohollah
    • Journal of applied mathematics & informatics
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    • v.26 no.3_4
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    • pp.767-778
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    • 2008
  • Comparison between two or more fuzzy numbers, along with their ranking, is an important subject discussed in scholarly articles. We endeavor in this paper to present a simple yet effective parametric method for comparing fuzzy numbers. This method offer significant advantages over similar methods, in comparing intersected fuzzy numbers, rendering the comparison between fuzzy numbers possible in different decision levels. In the process, each fuzzy number will be given a parametric value in terms of $\alpha$, which is dependent on the related $\alpha$-cuts. We have compared this method to Cheng's centroid point method [5] (The relation of calculating centroid point of a fuzzy number was corrected later on by Wang [12]). The proposed method can be utilized for all types of fuzzy numbers whether normal, abnormal or negative.

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Optical Multi-Normal Vector Based Iridescence BRDF Compression Method (광학적 다중 법선 벡터 기반 훈색(暈色)현상 BRDF 압축 기법)

  • Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.3
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    • pp.184-193
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    • 2010
  • This paper proposes a biological iridescence BRDF(Bidirectional Reflectance Distribution Function) compression and rendering method. In the graphics technology, iridescence sometimes is named structure colors. The main features of these symptoms are shown transform of color and brightness by varying viewpoint. Graphics technology to render this is the BRDF technology. The BRDF methods enable realistic representation of varying view direction, but it requires a lot of computing power because of large data. In this paper, we obtain reflection map from iridescence BRDF, analyze color of reflection map and propose representation method by several colorfully concentric circle. The one concentric circle represents beam width of reflection ray by one normal vector. In this paper, we synthesize rough concentric by using several virtually optical normal vectors. And we obtain spectrum information from concentric circles passing through the center point. The proposed method enables IBR(image based rendering) technique which results is realistic illuminance and spectrum distribution by one texture from reduced BRDF data within spectrum.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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Heuristic Algorithms for Capacitated Collection Network Design in Reverse Logistics

  • Kim, Ji-Su;Lee, Dong-Ho
    • Management Science and Financial Engineering
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    • v.14 no.2
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    • pp.45-66
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    • 2008
  • Refuse collection, one of important elements in reverse logistics, is an activity rendering recyclables or wastes and moving them to some points where further treatment is required. Among various decisions in the collection activity, we focus on network design, which is the problem of locating collection points as well as allocating refuses at demand points to collection points while satisfying the capacity restriction at each collection point. Here, the collection point is the place where recyclables or wastes near the point are gathered, and locating the collection points is done by selecting them from a given set of potential sites. The objective is to minimize the sum of fixed costs to open collection points and transportation costs to move refuses from demand points to collection points. An integer programming model is developed to represent the problem mathematically and due to the complexity of the problem, two types of heuristics, one with simultaneous and the others with separate location and allocation, are suggested. Computational experiments were done on test problems up to 500 potential sites, and the results are reported. In particular, some heuristics gave near optimal solutions for small-size test problems, i.e., 2% gaps in average from the optimal solution values.

A Study On Extracting Surface-Specific Point Using The Cross Section of The Terrain (지형 단면을 이용한 의미점 추출에 관한 연구)

  • Ryoo, Seung-Taek;Yoon, Kyoung-Hyun
    • Journal of Korean Society for Geospatial Information Science
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    • v.6 no.2 s.12
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    • pp.133-141
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    • 1998
  • Terrain modelling is composed of a method using the rectangular grid and another using the triangulated irregular network. The method using the triangulated irregular network is most widely used because it can express the characteristics of the terrain well with only a small amount of information on the terrain and also reduces the rendering time. The process of extracting the surface-specific point and a triangular process is needed to construct such triangulated irregular network. This paper concentrates on the process of extracting the surface-specific point. The 8-direction neighborhood method and other transformed methods of the former method are frequently used to extract the surface-specific point. Another method which eliminates the unnecessary points using the Polygon reduction method is also suggested However, the 8-direction neighborhood method has a big fault of also drawing out some unnecessary points. To resolve such problem, we suggest a method of extracting the surface-specific point using the cross section of the terrain. This method reduces the time to extract the surface-specific point and enables a more precise extraction with less terrain information.

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