• 제목/요약/키워드: visual texture

검색결과 297건 처리시간 0.034초

Fractal coding of Textural Images (텍스처 영상의 프락탈 코딩)

  • Jang, Jong-Whan
    • The Journal of Natural Sciences
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    • 제8권2호
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    • pp.77-82
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    • 1996
  • New very low bit rate segmentation image coding technique is proposed by segmenting image into textually homogeneous regions. Regions are classified into on of three perceptually distinct texture classes (perceived constant intensity (class I), smooth texture (class II), and rough texture (class III) using the human Visual System (HVS) and the fractals. To design very low bit rate image coder, it is very important to determine nonoverlap and overlap segmentation method for each texture class. Good quality reconstructed images are obtained with about 0.10 to 0.21 bit per pixel (bpp) for many different types of imagery.

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Image Quality Assessment by Combining Masking Texture and Perceptual Color Difference Model

  • Tang, Zhisen;Zheng, Yuanlin;Wang, Wei;Liao, Kaiyang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권7호
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    • pp.2938-2956
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    • 2020
  • Objective image quality assessment (IQA) models have been developed by effective features to imitate the characteristics of human visual system (HVS). Actually, HVS is extremely sensitive to color degradation and complex texture changes. In this paper, we firstly reveal that many existing full reference image quality assessment (FR-IQA) methods can hardly measure the image quality with contrast and masking texture changes. To solve this problem, considering texture masking effect, we proposed a novel FR-IQA method, called Texture and Color Quality Index (TCQI). The proposed method considers both in the masking effect texture and color visual perceptual threshold, which adopts three kinds of features to reflect masking texture, color difference and structural information. Furthermore, random forest (RF) is used to address the drawbacks of existing pooling technologies. Compared with other traditional learning-based tools (support vector regression and neural network), RF can achieve the better prediction performance. Experiments conducted on five large-scale databases demonstrate that our approach is highly consistent with subjective perception, outperforms twelve the state-of-the-art IQA models in terms of prediction accuracy and keeps a moderate computational complexity. The cross database validation also validates our approach achieves the ability to maintain high robustness.

Visual Perception Characteristics of Surface Unevenness - Focused on Orange Peel Effect -

  • Jung, Kwang Tae;Lee, Jaein
    • Journal of the Ergonomics Society of Korea
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    • 제33권6호
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    • pp.543-551
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    • 2014
  • Objective: The purpose of this study is to identify visual perception of and satisfaction with the orange peel effect of surface. The orange peel effect is a type of finish on painted or coated surface. Background: Gloss paint sprayed on a smooth surface (such as car body, smart phone, and electric home appliances, etc.) should also dry into a smooth surface. Then, a surface resembling the texture of an orange peel can be caused by some factors. The orange peel effect can degrade user's satisfaction with a product. Method: Visual perception and emotional satisfaction were subjectively evaluated using Likert scale. The significance of orange peel effect on visual perception and satisfaction were then analyzed by the analysis of variance. The correlation between visual perception and satisfaction was also analyzed. Results: Surface roughness significantly influenced visual perception and emotional satisfaction. The level of visual perception increased and emotional satisfaction decreased with the increase of orange peel effect. Emotional satisfaction decreased with the increase of visual perception level. Conclusion: It was identified that orange peel phenomenon on surface was a very important factor for emotional satisfaction. The orange peel effect on the surface of a product should be minimized to improve the emotional satisfaction of the product. Application: The result of this study can be applied to the texture design of the body of a car, smart phones, and electric home appliances, etc.

Visual Attention Detection By Adaptive Non-Local Filter

  • Anh, Dao Nam
    • IEIE Transactions on Smart Processing and Computing
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    • 제5권1호
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    • pp.49-54
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    • 2016
  • Regarding global and local factors of a set of features, a given single image or multiple images is a common approach in image processing. This paper introduces an application of an adaptive version of non-local filter whose original version searches non-local similarity for removing noise. Since most images involve texture partner in both foreground and background, extraction of signified regions with texture is a challenging task. Aiming to the detection of visual attention regions for images with texture, we present the contrast analysis of image patches located in a whole image but not nearby with assistance of the adaptive filter for estimation of non-local divergence. The method allows extraction of signified regions with texture of images of wild life. Experimental results for a benchmark demonstrate the ability of the proposed method to deal with the mentioned challenge.

Virtual Models for 3D Printing

  • Haeseong Jee
    • Korean Journal of Computational Design and Engineering
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    • 제4권1호
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    • pp.1-11
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    • 1999
  • surface texture denotes set of tiny repetitive geometric features on an object surface. 3D Printing can readily create a surface of controlled macro-textures of high geometric complexity. Designing surface textures for 3D Printing, however, is difficult due to complex macro-structure of the tiny texture geometry since it needs to be compatible with the non-traditioal manufacturing method. In this paper we propose a visual simulation technique involving development of a virtual model-an intermediate geometric model-of the surface texture design prior to fabricating the physical model. Careful examination of the virtual model before the actual fabrication can help minimize unwanted design iterations. The proposed technique demonstrated visualization capability by comparing the virtual model with the physical model for several test cases.

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A High Image Compression for Computer Storage and Communication

  • Jang, Jong-Whan
    • The Journal of Natural Sciences
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    • 제4권
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    • pp.191-220
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    • 1991
  • A new texture segmentation-based image coding technique which performs segmentation based on roughness of textural regions and properties of the human visual system (HVS) is presented. This method solves the problems of a segmentation-based image coding technique with constant segments by proposing a methodology for segmenting an image texturally homogeneous regions with respect to the degree of roughness as perceived by the HVS. The fractal dimension is used to measure the roughness of the textural regions. The segmentation is accomplished by thresholding the fractal dimension so that textural regions are classified into three texture classes; perceived constant intensity, smooth texture, and rough texture. An image coding system with high compression and good image quality is achieved by developing an efficient coding technique for each segment boundary and each texture class. For the boundaries, a binary image representing all the boundaries is created. For regions belonging to perceived constant intensity, only the mean intensity values need to be transmitted. The smooth and rough texture regions are modeled first using polynomial functions, so only the coefficients characterizing the polynomial functions need to be transmitted. The bounda-ries, the means and the polynomial functions are then each encoded using an errorless coding scheme. Good quality reconstructed images are obtained with about 0.08 to 0.3 bit per pixel for three different types of imagery ; a head and shoulder image with little texture variation, a complex image with many edges, and a natural outdoor image with highly textured areas.

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Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

Texture mapping of 3D game graphics - characteristics of hand painted texture (3D게임그래픽의 텍스쳐 매핑-손맵의 특징)

  • Sohn, Jong-Nam;Han, Tae-Woo
    • Journal of Digital Convergence
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    • 제13권11호
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    • pp.331-336
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    • 2015
  • The texture mapping used for the low-polygon models is one of the important workflows in the graphical representation of the 3D game. Only one hand painted texture is mapped on the surface of the 3D model and represents the color of the material and visual sense of touching by itself in that process. In the 3D game graphics, it is very important to visualize the textile sensation such as protruding and denting. It can be interpreted by the Gestalt Law to recognize a plane as a 3D sense of volume. Moreover, the concept of Affordance is necessary to recognize and perceive the textile sensation. It means visual recognizing of that relationship in the learning process. In this paper, The questionnaire survey targeting 3D game graphic designers is carried out. By analyzing the survey results, we suggest the important characteristic in the process of making hand painted texture.

The Effects of Stimulus-background Contrast, Background Texture Density and Screen Disparity of Stimulus on Crosstalk Perception (자극과 배경의 대비, 배경 텍스쳐 밀도, 자극의 화면 시차가 크로스톡 지각에 미치는 영향)

  • Park, JongJin;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • 제18권2호
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    • pp.225-236
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    • 2013
  • 3D contents could cause unique 3D visual fatigue. Screen disparity, image blurring, and crosstalk are known to be the three major factors responsible for the fatigue. Among these, screen disparity and image blurring are content factors, that is, one can directly manipulate contents themselves to handle visual fatigue caused by these two factors. On the other hand, because crosstalk is closely tied to physical characteristics of 3D display, it is difficult or even impossible to reduce crosstalk-driven visual fatigue unless one replaces 3D display itself (for example, from active to passive display). However, the effects of crosstalk on 3D visual fatigue depends on visual stimulus features (that is, contents), and thus it is possible to manipulate stimulus features in order to handle visual fatigue caused by crosstalk. Hence, this research tested the effects of visual stimulus features on crosstalk (which then causes 3D visual fatigue). Using relative depth discrimination task, we tested the effects of stimulus-background contrast, background texture density, and screen disparity on the degree of perceived crosstalk. The results showed that crosstalk decreases with presence of background texture and with less degree of screen disparity.