• Title/Summary/Keyword: 음영효과

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Normal Calculation Using GPU in Point Rendering (점 렌더링에서 GPU를 이용한 법선 벡터 계산)

  • 조광현;권구주;신병석
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.634-636
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    • 2004
  • 3차원 공간상에 분포되어 있는 정들로부터 기하정보를 재구성하여 렌더링 할 때 법선 벡터가 필요하다. 이 점들은 서로간의 연결성 정보가 없고 법선 벡터가 없기 때문에 음영 효과를 표현 할 수 없다. 본 논문에서는 점들의 연결성 정보를 추정하여 법선 벡터를 구하는 과정에서 GPU를 사용하는 방법을 제안한다 GPU로 법선 벡터를 계산할 경우 CPU의 부하가 줄게 되고 계산 시간도 감소된다 이 방법을 점 렌더링에 적용하여 법선 벡터를 신속하게 계산하고 가시성 검사와 음영처리를 효과적으로 할 수 있도록 한다.

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Analysis of Power Variation and Design Optimization of a-Si PV Modules Considering Shading Effect (음영효과를 고려한 a-Si PV모듈의 출력 변화 및 최적 설계조건에 관한 연구)

  • Shin, Jun-Oh;Jung, Tae-Hee;Kim, Tae-Bum;Kang, Ki-Hwan;Ahn, Hyung-Keun;Han, Deuk-Young
    • Journal of the Korean Solar Energy Society
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    • v.30 no.6
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    • pp.102-107
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    • 2010
  • a-Si solar cell has relatively dominant drift current when compared with crystalline solar cell due to the high internal electric field. Such drift current make an impact on the PV module in the local shading. In this paper, the a-Si PV module output characteristics of shading effects was approached in terms of process condition, because of the different deposition layer of thin film lead to rising the resistance. We suggested design condition to ensure the long-term durability of the module with regard to the degradation factors such as hot spot by analyzing the module specification. The result shows a remarkable difference on module uniformity for each shading position. In addition, the unbalanced power loss due to power mismatch of each module could intensify the degradation.

Analysis of Digital Terrain Model Display by Comparison of GIS Shaded Relief and Rendering (GIS 음영기복과 렌더링의 비교에 의한 수치지형모형의 표현 분석)

  • Lee, Hyung-Seok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.9 no.1
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    • pp.127-136
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    • 2006
  • Shaded relief is used in the analysis of digital terrain model, but accurate shadow zone has not been affirmed on account of idea only shadow of terrain that would be in shadow are shaded. This study is to analyze each display difference of a digital terrain model by grasping the shadow characteristics of terrain and comparing shaded relief function used terrain display of GIS with a rendering technique. After terrain with road in subject area is selected and created to digital terrain model of TIN, shaded relief and rendering according to altitude and azimuth of the sun at 9:00 am and 3:00 pm is applied. As the results, only backward portions of the terrain that is in shadow from the sunlight are shaded in case of shaded relief. The rendering created the shadow, which is cast by terrain features. By these mutual comparison, this study represented data for understanding of shaded relief. And it is expected that the rendering method could be used to analyze sunshine influence.

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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
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    • v.11 no.6
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    • pp.106-115
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    • 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.

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
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    • v.14 no.8
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    • pp.1082-1093
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    • 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.

오징어 채낚기 어선용 물돛의 유체역학적 특성

  • 안희춘;박창두;양용수;양용림
    • Proceedings of the Korean Society of Fisheries Technology Conference
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    • 2002.10a
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    • pp.33-34
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    • 2002
  • 오징어채낚기 어업은 우리나라 연근해 어업 생산량의 약8%를 차지하는 주요 어업중 하나이다. 오징어 채낚기 어선은 조업 중 물돛의 역할은 어선이 가급적 조류의 흐름과 거의 같은 속도로 흘러가게 하므로서, 어군이 선저의 음영부에 오랫동안 머물러 있도록 하고, 낚시가 경사지지 않고 선저의 음영부에 수직으로 내려가 조획률을 높일 뿐 아니라 낚시끼리 서로 얽히지 않게 하여 효과적으로 조업을 수행할 수 있도록 한다(김전, 1992). (중략)

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Light-distribution Templates for scattering and shades expression in volume rendering (볼륨 렌더링에서 산란과 음영 표현을 위한 빛-분포 템플릿 설계)

  • Lee, Byeong-Joon;Kwon, Koojoo;Shin, Byeong-Seok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.751-753
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    • 2016
  • 볼륨 렌더링에서 가시화된 물체를 더욱 사실적으로 표현하기 위해서는 조명효과의 표현이 중요하다. 이를 위해 빛의 직접적인 영향과, 산란, 흡수에 따른 소멸, 반사등을 고려하여 빛의 에너지를 누적시켜 표현한다. 이러한 모든 연산을 수행하려면 많은 자원과 연산이 필요 하기 때문에, 여러 근사 방법들이 제안 되어 왔다. 본 논문에서는 3 차원 정보를 갖는 템플릿을 통해 광원의 위치에 상관없이 산란효과와 음영 효과를 표현한다. 램버트의 조명 모델을 기반으로 볼륨 데이터 전체에 대한 광원맵이 아닌 물체의 성질로부터 적은 자원을 차지하는 빛 분포-템플릿들을 생성한다. 생성된 템플릿들을 빛의 영향에 따라 누적 계산하여 3차원 볼륨 데이터를 가시화하는 방법을 제안한다.

Analysis of Autonomous Vehicles Risk Cases for Developing Level 4+ Autonomous Driving Test Scenarios: Focusing on Perceptual Blind (Lv 4+ 자율주행 테스트 시나리오 개발을 위한 자율주행차량 위험 사례 분석: 인지 음영을 중심으로)

  • Seung min Oh;Jae hee Choi;Ki tae Jang;Jin won Yoon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.23 no.2
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    • pp.173-188
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    • 2024
  • With the advancement of autonomous vehicle (AV) technology, autonomous driving on real roads has become feasible. However, there are challenges in achieving complete autonomy due to perceptual blind areas, which occur when the AV's sensory range or capabilities are limited or impaired by surrounding objects or environmental factors. This study aims to analyze AV accident patterns and safety issues of perceptual blind area that may occur in urban areas, with the goal of developing test scenarios for Level 4+ autonomous driving. It utilized AV accident data from the California Department of Motor Vehicles (DMV) to compare accident patterns and characteristics between AVs and conventional vehicles based on activation status of autonomous mode. It also categorized AV disengagement data to identify types and real-world cases of disengagements caused by perceptual blind areas. The analysis revealed that AVs exhibit different accident types due to their safe driving maneuvers, and three types of perceptual blind area scenarios were identified. The findings of this study serve as crucial foundational data for developing Level 4+ autonomous driving test scenarios, enabling the design of efficient strategies to mitigate perceptual blind areas in various scenarios. This, in turn, is expected to contribute to the effective evaluation and enhancement of AV driving safety on real roads.

Experiment on Low Light Image Enhancement and Feature Extraction Methods for Rover Exploration in Lunar Permanently Shadowed Region (달 영구음영지역에서 로버 탐사를 위한 저조도 영상강화 및 영상 특징점 추출 성능 실험)

  • Park, Jae-Min;Hong, Sungchul;Shin, Hyu-Soung
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.5
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    • pp.741-749
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    • 2022
  • Major space agencies are planning for the rover-based lunar exploration since water-ice was detected in permanently shadowed regions (PSR). Although sunlight does not directly reach the PSRs, it is expected that reflected sunlight sustains a certain level of low-light environment. In this research, the indoor testbed was made to simulate the PSR's lighting and topological conditions, to which low light enhancement methods (CLAHE, Dehaze, RetinexNet, GLADNet) were applied to restore image brightness and color as well as to investigate their influences on the performance of feature extraction and matching methods (SIFT, SURF, ORB, AKAZE). The experiment results show that GLADNet and Dehaze images in order significantly improve image brightness and color. However, the performance of the feature extraction and matching methods were improved by Dehaze and GLADNet images in order, especially for ORB and AKAZE. Thus, in the lunar exploration, Dehaze is appropriate for building 3D topographic map whereas GLADNet is adequate for geological investigation.

Dual-Radio Tag System for RFID Tag Mesh Networking (RFID 태그간 메쉬 네트워킹을 위한 듀얼 라디오 태그 시스템)

  • Kim, Jin-Hwan;Yoo, Young-Hwan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11B
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    • pp.1272-1282
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    • 2009
  • This paper consists of two parts: the protocol for tag-to-tag mesh network and the implementation of dual-radio RFID system. Recently, RFID has been adopted in ports or warehouse, being attached to containers and palettes for loading/unloading automation. However, the RFID system has encountered one problem - some tags cannot receive any command from reader intermittently due to signal interference by containers or field equipments (e. g. cranes and yard tractors). This area where reader signal cannot reach is called dead-zone. The proposed method for solving the dead-zone problem is as follows. A zone which can be communicated directly between readers and tags communicates in 433MHz frequency band in compliance with ISO/IEC 18000-7 standard. On the other hand, dead-zone communicates in 2.4GHz frequency band by using tag-to-tag mesh network in compliance with IEEE 802.15.4 standard. The proposed method can not only save much cost to install additional readers but also help resolve the dead-zone problem. Furthermore, it can provide the easier, faster, and more economical network infrastructure.