• Title/Summary/Keyword: 라인 드로잉

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Line Drawings from 2D Images (이차원 영상의 라인 드로잉)

  • Son, Min-Jung;Lee, Seung-Yong
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.12
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    • pp.665-682
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    • 2007
  • Line drawing is a widely used style in non-photorealistic rendering because it generates expressive descriptions of object shapes with a set of strokes. Although various techniques for line drawing of 3D objects have been developed, line drawing of 2D images has attracted little attention despite interesting applications, such as image stylization. This paper presents a robust and effective technique for generating line drawings from 2D images. The algorithm consists of three parts; filtering, linking, and stylization. In the filtering process, it constructs a likelihood function that estimates possible positions of lines in an image. In the linking process, line strokes are extracted from the likelihood function using clustering and graph search algorithms. In the stylization process, it generates various kinds of line drawings by applying curve fitting and texture mapping to the extracted line strokes. Experimental results demonstrate that the proposed technique can be applied to the various kinds of line drawings from 2D images with detail control.

User-Guidable Abstract Line Drawing of 2D Images (사용자 제어가 용이한 이차원 영상의 추상화된 라인 드로잉 생성)

  • Son, Min-Jung;Lee, Yun-Jin;Kang, Hen-Ry;Lee, Seung-Yong
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.2
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    • pp.110-125
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    • 2010
  • We present a novel scheme for generating line drawings from 2D images, aiming to facilitate effective visual communication. In contrast to conventional edge detectors, our technique imitates the human line drawing process to generate lines effectively and intuitively. Our technique consists of three parts: line extraction, line rendering, and user guidance. In line extraction, we extract lines by estimating a likelihood function to effectively find the genuine shape boundaries. In line rendering, we consider the feature scale and the blurriness of lines with which the detail and the focus-level of lines are controlled. We also employ stroke textures to provide a variety of illustration styles. User guidance is allowed to modify the shapes and positions of lines interactively, where immediate response is provided by GPU implementation of most line extraction operations. Experimental results demonstrate that our technique generates various kinds of line drawings from 2D images enabled by the control over detail, focus, and style.

Extraction of Line Drawing From Cartoon Painting Using Generative Adversarial Network (Generative Adversarial Network를 이용한 카툰 원화의 라인 드로잉 추출)

  • Yu, Kyung Ho;Yang, Hee Deok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.30-37
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    • 2021
  • Recently, 3D contents used in various fields have been attracting people's attention due to the development of virtual reality and augmented reality technology. In order to produce 3D contents, it is necessary to model the objects as vertices. However, high-quality modeling is time-consuming and costly. In order to convert a 2D character into a 3D model, it is necessary to express it as line drawings through feature line extraction. The extraction of consistent line drawings from 2D cartoon cartoons is difficult because the styles and techniques differ depending on the designer who produces them. Therefore, it is necessary to extract the line drawings that show the geometrical characteristics well in 2D cartoon shapes of various styles. This study proposes a method of automatically extracting line drawings. The 2D Cartoon shading image and line drawings are learned by using adversarial network model, which is artificial intelligence technology and outputs 2D cartoon artwork of various styles. Experimental results show the proposed method in this research can be obtained as a result of the line drawings representing the geometric characteristics when a 2D cartoon painting as input.

Correlation Analysis between Artists' Shading and CG Shading (미술가들의 음영 표현 특성과 CG 쉐이딩 알고리즘 간의 상관관계 분석)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.691-702
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    • 2011
  • Recently, several researchers have attempted to combine human visual perception and computer graphics. Cole et. al. suggest the study results in which line drawing algorithm in computer graphics characterize the properties of line drawing made by artists. The paper also evaluates CG line drawing algorithms depending on whether people recognize effectively specific 3D shape from the image made by those CG line drawing algorithms. However, human recognizes the shape of objects more effectively in image made by BRDF shading model than line drawing algorithm. It means that the shading factor is important to recognize shape with human perception. In this paper, we analyze the correlation between shading made by human artists and that made by CG shading algorithms. The study is to characterize the mathematical properties of artists' shading and CG shading. This type of analysis can guide the future development of new CG shading algorithm in computer graphics for the purpose of shape perception.

SVG Based Realtime Drawing Using NXT Robot (NXT 로봇을 이용한 SVG 기반 실시간 드로잉)

  • Jang, ho-yeon;Ryoo, seung-taek;Park, jin-wan
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.146-151
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    • 2009
  • A reward of the work which used physical computing in fields artistic modern installation is becoming large. But the example that used a robot cannot try to easily look it up on a tool of the drawing which isn't robot use for interaction. I will mention it about a user and a drawing system design and the developmental process which I can communicate with at these papers. I used a Mindstorm NXT system to have been said in Lego companies in the robot which composed working environment, and I classified it to virtual environments that I forecasted environmental actual drawing this, and I did simulate. I used an Icommand library to control a NXT system, and drawing used a processing library in actual environments for the purpose of in order to to express to virtual environment. I got image information, and I expressed to a vector method SVG file to bases for line drawing. This system can have already made it according to demand of a user as real-time communication is possible by bluetooth working together. These figures can work to one performance not being stopping to the results of already in processes doing drawing.

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라인 드로잉에 의한 디자인 조형능력의 측정실험

  • 우흥룡
    • Archives of design research
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    • v.14
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    • pp.53-60
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    • 1996
  • The most remarkable and characteristic problem of design is that of creativity of design. Originality is a part of creativity. In the process of designing, we used to handle design thoughts that shows some patte군 of divergent and productive thoughts. During design thinking, for example 'Idea sketch', We also are under Pattern Recognition and Gestalt principles organization. In this study, it is reorganized that the 'Originality Test of Line Drawing(OTLD)'is a measurement system for personal originality. There is a regression on two tests of OTLD, which has 1 Semester Interval. From the regression data, Test2 = 7.763 + 0.643Test1, F value : 55.219, Prob : 0.0001. We would suggest a measurement system for an ability of originality in design fields, but we couldn't find any reliability and validity for Fine Art fields. In this point, OTLD could be a development tool for design creativity.

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The Effects of Pedagogical Agents Realism on Persona Effect and Cognitive Load Factors in Cross-use of Printed Resources and Mobile Device (인쇄자료를 활용한 모바일 학습에서 에이전트의 사실성 수준이 의인화 효과 및 인지부하요인에 미치는 영향)

  • Ryu, Jee-Heon;Yu, Jee-Hee
    • The Journal of Korean Association of Computer Education
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    • v.15 no.1
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    • pp.55-64
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    • 2012
  • The purpose of this study is to identify how realism of pedagogical agent can have impacts on persona effect and cognitive load factors. Eighty-two college students participated, and the independent variables of this study were the degree of image details and presence of gesture. The degree of image details were picture, illustration, and line-drawing. The $3{\times}2$ factorial design was applied. There was a significant interaction effect on the engaging of agent persona instrument. When the learners were under the condition of line-drawing agent without gesture, they showed the highest score on engaging of the agent persona instrument. Regarding the cognitive load factors, when learners under the condition of line-drawing showed the highest score of self-evaluation.

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A Study on the simulation software of tapestry in textile design (타피스트리 제작 시뮬레이션 소프트웨어 개발 연구)

  • 손은하;김성곤
    • Archives of design research
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    • v.15 no.1
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    • pp.359-368
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    • 2002
  • Fabric art is most distinguished field among the Modern art. Among them, tapestry which begins human history is investigated more and more deeply and till now it displays with various type and exhibition. But, because of the huge scale of the working process, it requires much time and hard endeavor. After sampling, it begins main process in the present situation. But we cannot know exactly whether it goes well or not until it ends. So after fulfilled whole process, we often try new work again. Because of this reason, we devise computer simulation. With computer simulation we can preview whole working and lengthen the planning time, shorten the needless time. Simulation is made up of Scan, Drawing, Line clean up, Rendering, Parity, and Printing. Scan and Drawing can male new idea. And during the Line clean up we can make vector image and modify the image. And then rendering the image and inquiring the length and weight of yarn. Last process is printing an then making a package soft ware by means of prototype. Through these process, many producers and student can easily access to tapestry and reduce the needless time and endeavor.

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A Propensity of Formative Presentation by Line Drawing (라인드로잉에 의한 디자인 조형의 표현성향)

  • 우흥룡
    • Archives of design research
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    • v.11 no.2
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    • pp.95-103
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    • 1998
  • During design thinking and developing, its idea into the real world, and we are under pattern recognition and gestalt principles of perceptual organization. Generally originality is a part of creativity which consists an integral factor of the designing. This is a study on the measure system for an ability of originality in design. It is reorganized that the OTLD(Originality Test of Line Drawing) is a measuring system for personal originality. In order to catch the development the thoughts, we presented 10 picture planes as stimuli (each picture plane contained 3-18 dots), recorded the tape displaying eye-mark trajectories and outputting the trajectories with EMR(Eye Mark Recorder), then found the process of visual sensation and perception. From the results of this study, we examined the relationships between connections and complexity of the objects on the picture plane, which could be transformed into some objective measuring parameters. We would suggest this OLTD as a measurement system for an ability of originality in design fields, but we couldn't find any reliability and validity for fine art fields.

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