• Title/Summary/Keyword: 이미지 렌더링

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A Text Processing Method for Devanagari Scripts in Andriod (안드로이드에서 힌디어 텍스트 처리 방법)

  • Kim, Jae-Hyeok;Maeng, Seung-Ryol
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.560-569
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    • 2011
  • In this paper, we propose a text processing method for Hindi characters, Devanagari scripts, in the Android. The key points of the text processing are to device automata, which define the combining rules of alphabets into a set of syllables, and to implement a font rendering engine, which retrieves and displays the glyph images corresponding to specific characters. In general, an automaton depends on the type and the number of characters. For the soft-keyboard, we designed the automata with 14 consonants and 34 vowels based on Unicode. Finally, a combined syllable is converted into a glyph index using the mapping table, used as a handle to load its glyph image. According to the multi-lingual framework of Freetype font engine, Dvanagari scripts can be supported in the system level by appending the implementation of our method to the font engine as the Hindi module. The proposed method is verified through a simple message system.

Impossible Drawing Using a Loop of Layered Depth Images (계층적 깊이 영상의 고리형 맞물림을 이용한 비현실적 그림 생성)

  • Lee, Yun-Jin;Kim, Jun-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.102-109
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    • 2009
  • In this paper, we present an algorithm which generates the impossible drawings after the manner of M.C. Escher. A class of the impossible drawings, focused on this paper, depicts the non-realistic configuration such that an ascent (or a descent) looks like keeping on permanently with a height-deceptive loop. We analyze the fact that the ascending direction in the non-realistic illustrations comes not from the physical heights of the objects but from the artist's intended forwarding direction about the loop, which does not have any physical sense of depths. The basic idea to support such impossible drawings is to use a loop of layered depth images (LDIs), where several LDIs are arranged along with the forwarding direction of the loop while having the physically constant heights. The height-deception between two adjacent objects comes from the layer values in the LDIs. In this paper, we propose a NPR system which can manipulate a shape of the loop and layer values of the LDIs and demonstrate several impossible drawings results generated by using our system.

Jewelry case design study with fusion of cultural contents (문화콘텐츠가 융합된 주얼리케이스 디자인연구)

  • Hwang, Sun Wook
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.335-342
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    • 2018
  • I do not think that the role of jewel case in modern society is simply to perform the role of storing and storing contents. Depending on the circumstance and environment, it may show some special performance with its contents. In order to obtain such a result, So I came to think about a new type of case design and wanted to find the starting point in the cultural contents which is the mainstream of modern society. I have focused on 'story' of many cultural prototypes. and adopted 'Heungbujeon', a classical literature which can share case and image, and popular recognition. After the design process, I made sample. so the research on the fusion of cultural contents can be both creative and popular. I think it can be another development direction of modern craft.

MetaCube : A New Skeletal Element for Modeling Informal Objects (메타큐브 : 부정형 물체의 모델링을 위한 새로운 구조 요소)

  • Kim, Eun-Seok;Kim, Jay-Jeong
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.4
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    • pp.353-361
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    • 2000
  • In Computer Graphics, to select the element for modeling is very important in aspect of real-time processing of photorealistic images. Especially in modeling of informal objects, the criteria of choice are such as the minimum number of data, the easy rendering technique, and the expansibility. The metaball model which is one of the methods for modeling the implicit surface is excellent in modeling the complicated surface with a few data. However, a greater number of data are required for modeling objects that consist of planar surfaces with metaballs than with polygons. In this paper, we propose the new skeletal element, metacube which has the merits of metaball and improves the modeling ability of informal objects containing planar surfaces. A metacube has two parameters to change freely its shape from the cube to the sphere and can easily do the modeling of objects with curved surfaces and plane surfaces.

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Method for making lighting effects in graphic image by RGB lighting pipeline (RGB 라이팅 파이프라인에 의한 그래픽 영상 조명효과 구현방법)

  • Qiu, Jia-Yi;Zheng, Qian;Ko, Jae-Hyuk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.307-312
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    • 2017
  • The purpose of this paper is to develop a new type of RGB lighting pipeline that can save time in animation production. After identifying the problems of the current method, the researchers studied 8 steps through new methods and comparative analysis. A method of implementing a graphic image lighting effect by the RGB lighting pipeline according to the current method is to create a render layer for each light set and a set of digital light separated by texture, Three types of written information can be stored in one layer and graphic image, and the accuracy and precision of color correction can be improved. Through this study, we propose the new and improved RGB lighting pipeline according to the characteristics of the work and the industries.

Visualizing Motion Data as Sequential Images in Comic Book Layout (만화책 형식 동작 데이터 시각화)

  • Lee, Kang-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.31-40
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    • 2009
  • Captured motion data is widely used today in a variety of areas including film production, game development, sports analysis, and medical rehabilitation. The ability of analyzing and processing motion data has increased rapidly for last decades. However, it is still difficult for users to quickly understand the contents of motion data consisting of a series of time-varying poses. One typical approach is to visualize consecutive poses in sequence while adjusting three-dimensional view, which is often time-consuming and laborious especially when users need to repeatedly control time and view in order to search for desired motions. We present a method of visualizing motion data as a sequence of images in comic book layout so that users can rapidly understand the overall flows of motion data, and easily identify their desired motions. The usefulness of our approach is demonstrated by visualizing various kinds of motion data including locomotion, boxing, and interaction with environments.

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Volume Visualization System Using an Analytical Ray Casting (분석적 광선 추적법을 이용한 체적시각화 시스템)

  • Park, Hyun-Woo;Paik, Doo-Won;Jung, Moon-Ryul
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.477-487
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    • 2000
  • When volume data is visualized by the ray casting method, the color value of each pixel in the image is obtained by composing the color contributions of the sample points that lie on the ray cast from the pixel point. In most ray tracing methods including Levoy's classical method, the color composition is formulated as a summation of the color contributions of the discrete sample points. However, the more precise color composition is formulated as differential equations over the color contributions of the continuous sample points. The discrete formulation is used, because analytical solutions to the continuous formulations are hard to find. In this paper, however, we have discovered a semi-analytical solution to the continuous formulation of a typical ray tracing of volume data. We have applied both Levoy's method and ours to the same set of data, and compared the visual quality of both results. The comparison shows that our method produces a more fine-grained visualization of volume data.

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Screen Content Coding Analysis to Improve Coding Efficiency for Immersive Video (몰입형 비디오 압축을 위한 스크린 콘텐츠 코딩 성능 분석)

  • Lee, Soonbin;Jeong, Jong-Beom;Kim, Inae;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.911-921
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    • 2020
  • Recently, MPEG-I (Immersive) has been exploring compression performance through standardization projects for immersive video. The MPEG Immersion Video (MIV) standard technology is intended to provide limited 6DoF based on depth map-based image rendering (DIBR). MIV is a model that processes the Basic View and the residual information into an Additional View, which is a collection of patches. Atlases have the unique characteristics depending on the kind of the view they are included, requiring consideration of the compression efficiency. In this paper, the performance comparison analysis of screen content coding tools such as intra block copy (IBC) is conducted, based on the pattern of various views and patches repetition. It is demonstrated that the proposed method improves coding performance around -15.74% BD-rate reduction in the MIV.

A Study on Design and Analysis of Method for MR-based 3D Biological Object Recognition and Matching (MR 기반 3차원 생체 객체 인식 및 정합을 위한 방법 설계와 해석 연구)

  • Jin-Pyo Jo;Yong-Bae Jeong
    • Journal of Platform Technology
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    • v.12 no.2
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    • pp.23-33
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    • 2024
  • The development of mixed reality (MR) technology has a great influence on the research and development of medical support equipment. In particular, it supports to respond effectively to emergencies occurring in the field. MR technology enables access to first aid and field support by combining virtual information with the real world so that users can see virtual objects in the real world. However, due to the nature of the equipment, there is a limitation in accurately matching virtual objects based on user vision. To improve these limitations, this paper proposes a 3D biometric object recognition and matching algorithm in the MR environment. As a result of the experiment, when a virtual object is rendered and visualized while equipped with an optical-based HMD from the user's side, it was possible to reduce the user's field of view error and eliminate the joint-loss phenomenon during skeleton recognition. The proposed method can reduce errors between the real user's field of view and the virtual image and provide a basis for reducing errors that occur in the process of virtual object recognition and matching. It is expected that this study will contribute to improving the accuracy of the telemedicine support system for first aid.

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A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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