• Title/Summary/Keyword: projective light

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A Study on the Type of Light in Fashion Design (패션디자인에 활용된 빛의 유형 분석)

  • Jung, Hyun;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.2
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    • pp.120-133
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    • 2008
  • The purpose of this study is to analysis types of light and to find the characteristics of light in contemporary fashion design. In a scientific context, light is electromagnetic radiation of a wavelength that has the characteristics of straightness, reflection, refraction, scattering and diffraction. But in philosophical speculations, light has been used as a metaphor of 'being', 'to-be' or 'enlightenment.' And through the ages, people have tried to represent and apply the light into plastic art like painting and architecture. The types of light in fashion design was categorized as those; reflective light from the surface of clothing which is the result of interaction between illumination and material, representative light as the pattern of light or light effect such as sun or its rays and optical or psychedelic patterns, luminescent light from light emitting material like phosphorescence or LED which combines into fashion design, projective light from a medium to reveal virtual patterns on the surface or a fashion design itself using holography. These lights in fashion design can be considered as reflection of emphasis of sexuality, longing for fantasy and mystique, visualization of interaction and communication and groping for the play.

RINGS WITH VARIATIONS OF FLAT COVERS

  • Demirci, Yilmaz Mehmet;Turkmen, Ergul
    • Honam Mathematical Journal
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    • v.41 no.4
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    • pp.799-812
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    • 2019
  • We introduce flat e-covers of modules and define e-perfect rings as a generalization of perfect rings. We prove that a ring is right perfect if and only if it is semilocal and right e-perfect which generalizes a result due to N. Ding and J. Chen. Moreover, in the light of the fact that a ring R is right perfect if and only if flat covers of any R-module are projective covers, we study on the rings over which flat covers of modules are (generalized) locally projective covers, and obtain some characterizations of (semi) perfect, A-perfect and B-perfect rings.

Efficient Channel Assignment Scheme Based on Finite Projective Plane Theory

  • Chen, Chi-Chung;Su, Ing-Jiunn;Liao, Chien-Hsing;Woo, Tai-Kuo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.2
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    • pp.628-646
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    • 2016
  • This paper proposes a novel channel assignment scheme that is based on finite projective plane (FPP) theory. The proposed scheme involves using a Markov chain model to allocate N channels to N users through intermixed channel group arrangements, particularly when channel resources are idle because of inefficient use. The intermixed FPP-based channel group arrangements successfully related Markov chain modeling to punch through ratio formulations proposed in this study, ensuring fair resource use among users. The simulation results for the proposed FPP scheme clearly revealed that the defined throughput increased, particularly under light traffic load conditions. Nevertheless, if the proposed scheme is combined with successive interference cancellation techniques, considerably higher throughput is predicted, even under heavy traffic load conditions.

Fast, Accurate Vehicle Detection and Distance Estimation

  • Ma, QuanMeng;Jiang, Guang;Lai, DianZhi;cui, Hua;Song, Huansheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.610-630
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    • 2020
  • A large number of people suffered from traffic accidents each year, so people pay more attention to traffic safety. However, the traditional methods use laser sensors to calculate the vehicle distance at a very high cost. In this paper, we propose a method based on deep learning to calculate the vehicle distance with a monocular camera. Our method is inexpensive and quite convenient to deploy on the mobile platforms. This paper makes two contributions. First, based on Light-Head RCNN, we propose a new vehicle detection framework called Light-Car Detection which can be used on the mobile platforms. Second, the planar homography of projective geometry is used to calculate the distance between the camera and the vehicles ahead. The results show that our detection system achieves 13FPS detection speed and 60.0% mAP on the Adreno 530 GPU of Samsung Galaxy S7, while only requires 7.1MB of storage space. Compared with the methods existed, the proposed method achieves a better performance.

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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