• Title/Summary/Keyword: silhouette rendering

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3D Cartoon Silhouette Rendering using Edge Extension Technique (에지 확장기법을 이용한 3차원 카툰 실루엣 렌더링)

  • 도주영;류관우;양태천
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.490-492
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    • 2001
  • 3차원 정보를 바탕으로 실제 세계의 장면이나 물체를 비사실적으로 표현하기 위한 방법으로 비사실적 이미지 렌더링(Non-Photorealistic: NPR)기법을 사용하고 있다. 현재 기존의 2차원에서의 NPR기법을 기반으로 3차원에 확장된 방법까지 다양한 표현방법이 연구되고 있다. 본 논문에서는 3차원의 물체를 사람이 직접 그린 듯한 표현에 중점을 둔 3차원 카툰렌더링 효과를 나타내기 위한 효과적인 기법을 제안한다. 이러한 카툰렌더링 표현은 현실세계의 3차원 정보를 인간에게 보다 감각적이고 효과적으로 전달 할 수 있는 장점이 있다. 본 논문에서는 비사실적 이미지 표현에서 가장 기본이 되는 실루엣 에지를 추출하고, 추출한 실루엣 에지를 표현하기 위한 효과적인 방법을 제시하여 보다 핸드 드로잉(hand drawing)에 가까운 카툰 렌더링(Cartoon Rendering)을 실시간으로 나타내는데 중점을 두고 있다.

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Effective Silhouette Edge Rendering using Parameterized Brush Functions (파라미터화된 브러쉬 함수를 이용한 효과적인 실루엣 에지 렌더링)

  • 조진화;김성수;양태천
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10b
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    • pp.487-489
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    • 2000
  • 3차원 모델을 바탕으로 실루엣 에지를 찾아 디스플레이 해주는 대부분의 시스템들은 삼각 메쉬를 기반으로 한 모델 표현법을 사용하고 있다. NPR(nonphotorealistic rendering)에서 가장 초점을 두는 것은 컴퓨터로 렌더링된 결과가 사람이 그린듯한 효과를 줄 수 있느냐에 있다. 기존에 연구된 대부분의 시스템들은 사람이 그린듯한 효과를 주기 위해 물체의 표면에 대한 텍스츄어(Texture)와 어두운 정도, 그리고 스트록(Stroke)을 표면의 윤곽에 맞도록 그리는 많은 기법들을 소개해 왔다. 본 논문에서는 NPR 표현의 가장 기본이 되는 실루엣 에지 추출에 초점을 두고 추출한 실루엣 에지에 대해 파라미터화된 브러쉬 함수(Parameterized Brush Functions)를 적용하여 다양한 스타일로 디스플레이할 수 있는 기법을 제시한다.

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A Study of Clothing Design in the Digital Age (디지털 시대의 의상 디자인 개발에 관한 연구)

  • 배리사;이인성
    • Journal of the Korean Society of Costume
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    • v.54 no.4
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    • pp.63-74
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    • 2004
  • This study shows that clothes to be just the same as the real thing can be Produced through the third dimension computer graphics, and then presents that not only the area of fashion design can be expanded in the virtual reality field by doing the simulation of the fashion show, but also the information can be made the real time public ownership and the communication can be fulfilled smoothly. In this study, analyzing the third dimension computer graphic programs to be used much at present, Alias Wavefront Company's Maya software which was the most effective in the clothes simulation and the clothes CAD SGS OptiTex 8.7 which went well substitutive for it were used of them. The conclusions of this study that got through the work manufacture are as follows: The first, if the file manufacturing in the clothes CAD by using the computer was stored, the pattern used 3D simulation was available because it could be summoned in 3D software. The second, if the data of DXF form in Maya program was summoned, they could not be applied by Maya Cloth supported in Nurbs only because they were recognized as the DXF_layer. So the curve along the outer lines of the pattern was drawn and Maya Cloth was applied to be possible to get the natural silhouette of clothes. The third, when the clothes were manufactured by 3D, if the draping character was applied according to the textile special quality, not only the control of textile's thickness, weight, quality feeling, and silhouette was available, but also the clothes were available to graft the special textile materials. The fourth, the natural motion of model was produced by capturing the actual model's walking action In order to produce the fashion show motion and also the dynamic fashion show was available by the angle of camera, the establishment of lighting, and etc. in the final rendering. The clothes manufactured by 3D are available to change the design by changing the materials, or by adding the details, or by utilizing the special materials on clothes. Therefore, the trial and error following at the clothes manufacture can be reduced. But the elevation of the rendering speed, the price down, the strengthening of personal security, and etc. are required.

Mesh-based Marching Cubes on the GPU (메시 기반 GPU 마칭큐브)

  • Kim, Hyunjun;Kim, Dohoon;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.1
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    • pp.1-8
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    • 2018
  • We propose a modified real-time marching cubes technique that extracts isosurfaces in the form of connected meshes instead of triangle soup. In this way, a various mesh-based isosurface rendering techniques can be implemented and additional information of the isosurfaces such as its topology can be extracted in real-time. In addition, we propose a real-time technique to extract adjacency-triangle structure for geometry shaders that can be used for various shading effects such as silhouette rendering. Compared with the previous technique that welds the output triangles of classical marching cubes, our technique shows up to 300% performance improvement.

Ghosted Illustration Rendering using Depth-based Blending Techniques (깊이 기반 블렌딩 기술을 활용한 고스트 일러스트레이션 렌더링)

  • Kim, Dongjoon;Shin, Yeong-Gil
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.1-8
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    • 2020
  • Ghosted illustration is an effective tool to simultaneously visualize interior and exterior structures while preserving clear shape cues. We propose a novel framework that combines 3D blending technique, which uses depth information of the target structure, with the conventional ghosted illustration framework. This combination facilitates natural blending effects tailored to the needs of ghosted illustration. Furthermore, we present how common manipulation techniques (e.g., masking) and illustrative rendering effects (e.g., silhouette mapping) can be integrated into the proposed framework to preserve both clear shape cues and depth cues. For the compositing techniques, we show and discuss the visual results obtained from various combinations of them. This demonstrates that the proposed framework can be an effective tool for ghost illustration.

Extended Cartoon Rendering using 3D Texture (3차원 텍스처를 이용한 카툰 렌더링의 만화적 스타일 다양화)

  • Byun, Hae-Won;Jung, Hye-Moon
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.123-133
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    • 2011
  • In this paper, we propose a new method for toon shading using 3D texture which renders 3d objects in a cartoon style. The conventional toon shading using 1D texture displays shading tone by computing the relative position and orientation between a light vector and surface normal. The 1D texture alone has limits to express the various tone change according to any viewing condition. Therefore Barla et. al. replaces a 1D texture with a 2D texture whose the second dimension corresponds to the view-dependent effects such as level-of-abstraction, depthof-field. The proposed scheme extends 2D texture to 3D texture by adding one dimension with the geometric information of 3D objects such as curvature, saliency, and coordinates. This approach supports two kinds of extensions for cartoon style diversification. First, we support "shape exaggeration effect" to emphasize silhouette or highlight according to the geometric information of 3D objects. Second, we further incorporate "cartoon specific effect", which is examples of screen tone and out focusing frequently appeared in cartoons. We demonstrate the effectiveness of our approach through examples that include a number of 3d objects rendered in various cartoon style.

A Image-based 3-D Shape Reconstruction using Pyramidal Volume Intersection (피라미드 볼륨 교차기법을 이용한 영상기반의 3차원 형상 복원)

  • Lee Sang-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.1
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    • pp.127-135
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    • 2006
  • The image-based 3D modeling is the technique of generating a 3D graphic model from images acquired using cameras. It is being researched as an alternative technique for the expensive 3D scanner. In this paper, I propose the image-based 3D modeling system using calibrated camera. The proposed algorithm for rendering 3D model is consisted of three steps, camera calibration, 3D shape reconstruction and 3D surface generation step. In the camera calibration step, I estimate the camera matrix for the image aquisition camera. In the 3D shape reconstruction step, I calculate 3D volume data from silhouette using pyramidal volume intersection. In the 3D surface generation step, the reconstructed volume data is converted to 3D mesh surface. As shown the result, I generated relatively accurate 3D model.

A Multiresolution Model Generation Method Preserving View Directional Feature (시점과의 방향관계를 고려한 다단계 모델 생성 기법)

  • Kim, HyungSeok;Jung, SoonKi;Wohn, KwangYun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.1-10
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    • 1998
  • The idea of level-of-detail based on multiresolution model is gaining popularity as a natural means of handling the complexity regarding the realtime rendering of virtual environments. To generate an effective multiresolution model, we should capture the prominent visual features in the process of simplifying original complex model. In this paper, we incorporate view dependent features such as silhouette features and backface features, to the generation process of multiresolution model. To capture the view directional parameter, we propose multiresolution view sphere. View sphere maps the directional relationship between object surface and the view. Using the view sphere, coherence in the directional space is mapped into spatial coherence in the view sphere. View sphere is generated in multiresolution fashion to simplify the object. To access multiresolution view sphere efficiently, we devise quad tree for the view sphere. We also devise a mechanism for realtime simplification process using proposed view sphere. Using proposed mechanism, regenerating simplified model in realtime is effectively done in the order of number of rendered vertices.

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A Study on Minimal Expression Techniques Depicted in Modern Fashion Design (현대패션에 나타난 최소표현기법에 관한 연구)

  • 김은덕;김민자
    • Journal of the Korean Society of Costume
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    • v.24
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    • pp.157-176
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    • 1995
  • The purpose of this treatise is to study external form and internal meaning of minimal expression fashion which appeared as a major stream in modern fashion trends to understand one aspect of modernism in fashion and also to gain insight into internal value of human beings through fashion. The results can be summarized as follows : Firstly , minimalism is a trend in art attempting to seek essence of the object by presenting simple and disciplined expressions by minimal formative means and minimal production process. Secondly, minimal expression in fashion means seeking simplicity an dpurity by using minimum design elements and minimal productive process. Thirdly, external from of minimal expression fashion can be created through application of following minimal expression techniques. 1. Minimal expression techniques in terms of line mean smooth curve flowing along body contours, straight lines of diagonal lines into desciplined silhouette or rendering internal contour lines. 2. Minimum expression techniques in terms of forms mean forms of smooth curves flowing along boyd or forms with simple geometric forms from qualitative aspects, In terms of volume it means quest for essence of pure body itself by revealing body as it is by minimizing the size of dress or its area and herein is contained using simple geometric pattern or utilizing textiles without any patterns.3. Minimal expression techniques by colors mean simple colors such as primary colors, colors without clear distinctions or natural colors and in terms of quantity it means quest for one color within one item of dress or combination of each items when getting dressed. 4. Minimal expression techniques in terms of fabrics mean fabrics with simple surfaced. In terms of quantity it means quest for essence of tight fitting thin textiles to human body or using transparent materials to human body thus exposing body contours as it is. 5. Minimal expression techniques in terms of productive process mean minimizing process of tailoring , sewing or ornamenting and seeking for simplicity and purity. 6. Minimal expression techniques in terms of manufacturing process mean selection of technique conveying simple image with disciplined simple image. Fourthly, minimal expression fashion with external expression as mentioned in the above lay body-priority style and its internal meaning can be asummed as quest for essence and purity of human body.

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Knit Design Inspired by Yann Arthus-Bertrand's Works - Based on the Concept of Naturalism - (얀 아르튀스 베르트랑의 작품을 응용한 니트 디자인 - 자연주의 개념을 바탕으로 -)

  • Lee, Seung-A;Hong, Eun-Hee;Yoon, Ji-Won;Lee, Youn-Hee
    • The Research Journal of the Costume Culture
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    • v.18 no.2
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    • pp.277-289
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    • 2010
  • The objective of this study is to develop naturalistic knit designs inspired by Yann Arthus-Bertrand's works. For this purpose, we examined the present style of naturalism and history of naturalism though literature research, and then developed designs. The results are as follows: First, as scientific realism originated from a philosophical concept was adopted in literature and other genres, its meanings have been altered and comprehensively expanded according to the genres of which the term is being used. Naturalism of the modern times carries strong message of ecology and environmental protection. Second, the modern naturalism in fashion is manifested in expressing the image of nature and plasticity, instead of a mere use of the natural materials. As the aspects of ecology become more significant, elements of retro, recycle, or grunge are additionally integrated in fashion. Third, Naturalism expressed in knitwear is similar with that of other clothing in terms of color and textile, however, silhouette in knitwear is unique in its general naturalness and flowing effects. Embroidery, knitting of Jacquard and Intarsia, or crochet is used to express forms of objects from nature. Visual effects regardless of the contents of yarn, and pattern effects after knitting by using yarn, have influences on the material. Forth, the eight knit designs in expressing naturalism presented in this study took a motif from the works of Yann Arthus-Bertrand. They were created by rendering rhythm of the landscape with emphasis on brown color. Contour and surface touch were expressed through yarn and the structure of knit.