• Title/Summary/Keyword: 쉐이딩 알고리즘

Search Result 13, Processing Time 0.021 seconds

Shading Algorithm Evaluation based on User Perception (사용자 인지 실험 기반 쉐이딩 알고리즘 평가)

  • Byun, Hae-Won;Park, Yun-Young
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.6
    • /
    • pp.106-115
    • /
    • 2011
  • In this paper, we evaluate the effectiveness of previous shading algorithms in depicting shape of 3d objects. We perform a study in which people are shown an image of one of ten 3D objects shaded with one of eight styles and asked to orient a gauge to coincide with the surface normal at many positions on the object's surface. The normal estimates are compared with each other and with ground truth data provided by a registered 3D surface model to analyze accuracy and precision. Our experiments suggest that people interpret certain shape differently depending on shading of 3d object. This paper offers substantial evidence that current computer graphics shading algorithms can effectively depict shape of 3d objects where the algorithms have the properties of lots of tone steps and uniformly distributed tone steps. This type of analysis can guide the future development of new CG shading algorithms in computer graphics for the purpose of shape perception.

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
    • /
    • v.14 no.5
    • /
    • pp.691-702
    • /
    • 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.

Shading Correction Algorithm and CMOS Image Sensing System Design (쉐이딩 보정 알고리즘과 CMOS 이미지 센싱 시스템 설계)

  • Kim, Young Bin;Ryu, Conan K.R.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.10a
    • /
    • pp.1003-1006
    • /
    • 2012
  • The image correction algorithm and system design for CMOS sensor to enhance the image resolution is presented in this paper. The proposed algorithm finds out the image cell from the sensor and process them by the limited memory configuration. The evaluation of the method is done by the designed hardware system. The experimental results are capable of improving contrast per channel and of sensing equalized image quality on an edge of image.

  • PDF

Development and algorithm of Integration Control Software of Daylight Responsive Dimming Systems and Automated Roller Shooing Systems (광센서 조광제어시스템과 자동롤러쉐이딩 시스템의 통합 제어 소프트웨어 개발 및 알고리즘)

  • Hong, Seong-Kwan;Park, Byoung-Chul;Kim, Yu-Sin;Choi, An-Seop;Lee, Jeong-Ho
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.22 no.12
    • /
    • pp.20-28
    • /
    • 2008
  • It is prevalent to research on the energy saving systems using daylight. Daylight responsive dimming systems are to automatically control lighting output by available daylight for maintaining target illuminance on the workplane. The system application is not popular because of blocked daylight by shading systems. Automated roller shading systems automatically control shade height by sun position and sky conditions. Both daylight responsive dimming systems and automated roller shading systems should be integrated for energy savings and visual luminous environment. In this research, software are developed and integrated for control of integrated systems.

IMToon: Image-based Cartoon Authoring System using Image Processing (IMToon: 영상처리를 활용한 영상기반 카툰 저작 시스템)

  • Seo, Banseok;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.2
    • /
    • pp.11-22
    • /
    • 2017
  • This study proposes IMToon(IMage-based carToon) which is an image-based cartoon authoring system using an image processing algorithm. The proposed IMToon allows general users to easily and efficiently produce frames comprising cartoons based on image. The authoring system is designed largely with two functions: cartoon effector and interactive story editor. Cartoon effector automatically converts input images into a cartoon-style image, which consists of image-based cartoon shading and outline drawing steps. Image-based cartoon shading is to receive images of the desired scenes from users, separate brightness information from the color model of the input images, simplify them to a shading range of desired steps, and recreate them as cartoon-style images. Then, the final cartoon style images are created through the outline drawing step in which the outlines of the shaded images are applied through edge detection. Interactive story editor is used to enter text balloons and subtitles in a dialog structure to create one scene of the completed cartoon that delivers a story such as web-toon or comic book. In addition, the cartoon effector, which converts images into cartoon style, is expanded to videos so that it can be applied to videos as well as still images. Finally, various experiments are conducted to verify the possibility of easy and efficient production of cartoons that users want based on images with the proposed IMToon system.

Real-Time Motion Blur using Approximated Motion Trails (이동궤적 근사 다면체를 이용한 실시간 모션블러 기법)

  • Hong, MinhPhuoc;Choi, Jinhyung;Oh, Kyoungsu
    • Journal of Korea Game Society
    • /
    • v.17 no.1
    • /
    • pp.17-26
    • /
    • 2017
  • Several algorithms have been introduced to render motion blur in real time by solving the visibility problem in the spatio-temporal domains. However, some algorithms render at interactive frame rates but have artifacts or noise. Therefore, we propose a new algorithm that renders real-time motion blur using extruded triangles. Our method uses two triangles in the previous and the current frame to make an extruded triangle then send it to the rasterization. To solve the occlusion between extruded triangles for a given pixel, we introduce a combining solution using a sorting in front to back order and bitwise operations in the spatio-temporal dimensions.

Cartoon Character Rendering based on Shading Capture of Concept Drawing (원화의 음영 캡쳐 기반 카툰 캐릭터 렌더링)

  • Byun, Hae-Won;Jung, Hye-Moon
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.8
    • /
    • pp.1082-1093
    • /
    • 2011
  • Traditional rendering of cartoon character cannot revive the feeling of concept drawings properly. In this paper, we propose capture technology to get toon shading model from the concept drawings and with this technique, we provide a new novel system to render 3D cartoon character. Benefits of this system is to cartoonize the 3D character according to saliency to emphasize the form of 3D character and further support the sketch-based user interface for artists to edit shading by post-production. For this, we generate texture automatically by RGB color sorting algorithm to analyze color distribution and rates of selected region. In the cartoon rendering process, we use saliency as a measure to determine visual importance of each area of 3d mesh and we provide a novel cartoon rendering algorithm based on the saliency of 3D mesh. For the fine adjustments of shading style, we propose a user interface that allow the artists to freely add and delete shading to a 3D model. Finally, this paper shows the usefulness of the proposed system through user evaluation.

Real-time 3D Rendering Technique for Sumi-e Style, using Irregular Pattern Technique (불규칙 패턴 방식을 이용한 동양화 스타일의 실시간 3차원 렌더링 기법)

  • Choi Seunghyuk;Kim Jaekyung;Lim Soon-Bum;Choy Yoon-chul
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2005.11a
    • /
    • pp.676-678
    • /
    • 2005
  • 본 논문에서는 실시간 수묵화 기법 렌더링을 제시한다. 기존의 대표적인 렌더링 기법인 Phong-Shading 기법은 사진과 같은 사실적인 표현이 가능하다. 하지만 인조적이고 기계적인 느낌이 강해 미술가가 그린 그림과 같이 다양한 느낌을 표현하는데 한계가 있다. 이를 해결하기 위해 우리는 기존의 미술가들이 써왔던 다양한 기법 중 동양화의 특징들을 3차원 실시간 렌더링 기법에 적용하고자 한다. 본 논문에서는 실시간 렌더링을 위해 정교함에 치중하기 보다는 수묵화의 주된 특징들을 빠르게 표현할 수 있는 새로운 알고리즘을 제시한다. 동양화 작품들의 특징을 살펴보면 전체적으로는 일관성을 유지하지만 세부적으로 보면 모두 불규칙한 패턴을 이루고 있다는 것이다. 이러한 특징들은 붓 끝에서 오는 불규칙성 때문에 오는데 본 논문에서는 이러한 정을 쉐이딩과 외곽선 그리고 색 부분으로 나누어 적용하였다. 사용자는 다른 복잡한 과정 없이 단지 불규칙 정도만을 조절하여 다양한 이미지를 창출해 낼 수 있다.

  • PDF

Design of an Effective Bump Mapping Hardware Architecture Using Angular Operation (각 연산을 이용한 효과적인 범프 매핑 하드웨어 구조 설계)

  • 이승기;박우찬;김상덕;한탁돈
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.30 no.11
    • /
    • pp.663-674
    • /
    • 2003
  • Bump mapping is a technique that represents the detailed parts of the object surface, such as a perturberance of the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is considerable, because a large amount of per pixel computation, including the normal vector shading, is required. In this paper, we propose a new bump mapping algorithm using the polar coordinate system and its hardware architecture. Compared with other existing architectures, our approach performs bump mapping effectively by using a new vector rotation method for transformation into the reference space and minimizing illumination calculation. Consequently, our proposed architecture reduces a large amount of computation and hardware requirements.

A study on the realtime toon rendering with shadow (그림자를 포함한 실시간 툰 렌더링에 관한 연구)

  • Ko, HyeKyung;Kang, Daeuk;Yoon, Kyunghyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.6 no.4
    • /
    • pp.9-14
    • /
    • 2000
  • Non-Photorealistic rendering techniques, such as toon rendering, can enhance the quality of hand-drawn cell-animation images greatly with less effort. For this reason, to on rendering is one of the popular techniques used in the cell-animation image production field. The existing toon rendering techniques, however, have not been effective enough for the real-time image processing that the techniques have not been adequate for some processes that needs immediate responses such as virtual-realities, or video games. This paper will suggest the real-time toon rendering to overcome the limits through real-time outline detection and phong shading. In addition, a effective result-image is created as adding a shadow and a execution time remains by real-time through fast shadow generation algorithm.

  • PDF