• Title/Summary/Keyword: 크기 투영

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Stylized Specular Reflection Using Projective Textures Based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.871-877
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    • 2006
  • 물체의 반사(specular reflection)는 물체의 재질 및 기하학적 모양을 표현하는데 있어 매우중요한 요소이다. 사진품질의 사실적 렌더링에서는 기존의 국소 반사 모델을 사용하여 좋은 결과를 얻을 수 있지만, 사용자의 주관이 중시되는 비사실적 렌더링(non-photorealistic rendering)에서는 사용자가 원하는 반사 효과를 표현할 수 있어야 한다. 텍스처는 사용자가 직관적으로 원하는 반사 효과를 표현할 수 있는 수단이며, 이를 모델에 투영하면 원하는 반사효과를 얻을 수 있다. 이 때 사용자는 텍스처가 투영될 위치와 크기, 방향을 직접 키프레임으로 정해 줄 수 있다. 그러나 모든 반사 효과를 사용자가 직접 정해준다는 것은 번거로운 일이며, 실시간 응용분야에는 적용할 수 없다. 본 논문에서는 국소반사모델(local reflection model)과 주곡률(principal curvature) 해석을 통해 반사효과의 위치, 방향, 크기를 결정하기 위한 텍스처 투영기의 새로운 설정 방법을 제시한다. 광원과 시점 정보를 사용하여 투영기의 위치를 정하고 물체의 주방향(principal direction)과 곡률반지름(radius of curvature)을 이용하여 투영기의 방향과 투영 피라미드의 크기를 정한다 텍스처 투영기의 단순한 이동, 회전을 통하여 반사 영역의 이동, 회전 및 확대/축소가 가능하다. 본 논문에서 제시한 방법은 DirectX 9.0c와 프로그래이 가능한 셰이더 2.0을 사용하여 GeForce FX 7800 그래픽 카드에 구현되었다. 본 논문의 연구 결과는 게임과 같은 실시간 응용분야에 사용될 수 있으며, 실험 결과에 의하면 수천 개의 다면체 모델에 대한 렌더링을 실시간에 수행할 수 있다.

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Planetariums in Korea

  • Baek, Chang Hyun;Park, Soonchang;Choi, Saetbyul
    • The Bulletin of The Korean Astronomical Society
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    • v.41 no.1
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    • pp.52.3-52.3
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    • 2016
  • 비형식학습의 준비된 장소이며 대표적인 비형식 과학교육 기관인 천체투영관은 세계적으로 약 3000개 이상이 설치되었으며 국내에도 약 100여 곳이 운영되고 있다. 이제 국내에서도 천체투영관의 양적 증가가 아닌 질적 향상을 위한 노력과 함께 관련 연구가 시급하다. 또한 비형식학습을 통한 대국민의 천문학 인식 제고를 위하여 천체투영관의 교육적 활용에 대한 연구 또한 필요하다. 천체투영관의 교육적 활용을 위한 연구의 기초자료를 만들기 위하여 국내 80개 천체투영관 운영자들을 전화로 인터뷰하여 천체관의 현황을 조사하였다. 1)국내 천체투영관의 연방문객은 약 200만 명, 2)디지털방식의 투영장치를 갖춘 천체투영관이 조사된 천체투영관의 약 80%, 3) 돔스크린의 크기가 10m 미만인 곳은 조사된 천체투영관의 약56%를 차지하는 것으로 조사되었다. 이번 발표에서는 조사결과와 함께 천체투영관의 교육적 활용에 대한 연구 방향을 제시해 보고 관심 있는 관계자들의 의견을 듣고자 한다.

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Fast Multi-GPU based 3D Backprojection Method (다중 GPU 기반의 고속 삼차원 역전사 기법)

  • Lee, Byeong-Hun;Lee, Ho;Kye, Hee-Won;Shin, Yeong-Gil
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.209-218
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    • 2009
  • 3D backprojection is a kind of reconstruction algorithm to generate volume data consisting of tomographic images, which provides spatial information of the original 3D data from hundreds of 2D projections. The computational time of backprojection increases in proportion to the size of volume data and the number of projection images since the value of every voxel in volume data is calculated by considering corresponding pixels from hundreds of projections. For the reduction of computational time, fast GPU based 3D backprojection methods have been studied recently and the performance of them has been improved significantly. This paper presents two multiple GPU based methods to maximize the parallelism of GPU and compares the efficiencies of two methods by considering both the number of projections and the size of volume data. The first method is to generate partial volume data independently for all projections after allocating a half size of volume data on each GPU. The second method is to acquire the entire volume data by merging the incomplete volume data of each GPU on CPU. The in-complete volume data is generated using the half size of projections after allocating the full size of volume data on each GPU. In experimental results, the first method performed better than the second method when the entire volume data can be allocated on GPU. Otherwise, the second method was efficient than the first one.

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Influence of CT Reconstruction on Spatial Resolution (CT 영상 재구성의 공간분해능에 대한 영향)

  • Chon, Kwon Su
    • Journal of the Korean Society of Radiology
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    • v.12 no.1
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    • pp.85-91
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    • 2018
  • Computed tomography, which obtains section images from reconstruction process using projection images, has been applied to various fields. The spatial resolution of the reconstructed image depends on the device used in CT system, the object, and the reconstruction process. In this paper, we investigates the effect of the number of projection images and the pixel size of the detector on the spatial resolution of the reconstructed image under the parallel beam geometry. The reconstruction program was written in Visual C++, and the matrix size of the reconstructed image was $512{\times}512$. The numerical bar phantom was constructed and the Min-Max method was introduced to evaluate the spatial resolution on the reconstructed image. When the number of projections used in reconstruction process was small, artifact like streak appeared and Min-Max was also low. The Min-Max showed upper saturation when the number of projections is increased. If the pixel size of the detector is reduced to 50% of the pixel size of the reconstructed image, the reconstructed image was perfectly recovered as the original phantom and the Min-Max decreased as increasing the detector pixel size. This study will be useful in determining the detector and the accuracy of rotation stage needed to achieve the spatial resolution required in the CT system.

Motion Tracking using Wavelet-based Projection (웨이브릿 기반 투영을 이용한 움직임 추적)

  • Lee, Hyoung-Suk;Chang, Jae-Khun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.699-702
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    • 2001
  • 본 논문은 연속적인 영상에서 움직임을 추적하는데 있어서 웨이브릿(Wavelets)과 투영(Projection)을 사용하여 물체의 움직임을 추적하는 기법을 제안한다. 움직임을 추적하는 방법중 웨이브릿을 이용한 방법으로는 하나의 영상에서 물체의 특징을 찾는데 2차 웨이브릿 변환이 사용되고 있으며 연속적인 영상에 대한 분석에서 시간에 대한 또 하나의 변환을 해 줌으로써 움직이는 물체의 정보를 얻어낼 수 있다. 3차 웨이브릿에서 유도된 데이터를 가지고 수평에 민감한 데이터는 X축으로 투영을, 수직에 민감한 데이터는 Y축으로 투영을 하여 물체를 영역화한 후 추적함으로써 실시간으로 물체를 추적한다. 특히 서로 다른 방향으로 민감성을 보여주는 웨이브릿 계수들은 움직이는 물체를 더욱 정확하게 영역화 하는데 많은 도움을 준다. 물체가 깊이 방향으로 움직여도 투영된 데이터로 영역화(Segmentation)한 데이터의 크기를 가지고 쉽게 분석된다. 본 논문에서 제시한 3차 웨이브릿과 투영 기법을 이용한 조합으로 분석된 실험 결과와 앞으로의 과제가 마지막 부분에 서술되었다.

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Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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Image Retrieval using Statistical Property of Projection Vector (투영벡터의 통계적성질을 이용한 영상 검색)

  • 권동현;김용훈;배성포;이태홍
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.7A
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    • pp.1044-1049
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    • 2000
  • Projection that can be used as a feature for image representation, includes much available informations such as approximated shape and location. But when we retrieve image using it, there are some disadvantage such as requiring much index data and making different length of projected vector for differenr image size. In order to overcome these problems, we propose a method of using block variance for the projected vector. We use block variance of the projection vector to localize the characteristics of image and to reduce the number of index data in database. Proposed algorithm can make use of statistical advantage through database including various size of images and be executed with fast response time in implementation.

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A Study on the Generation of Three Dimensional Orthophoto Map from Aerial Photograph by Digital Photogrammetry (수치사진측량 기법을 이용한 항공사진의 정사투영사진 지도 생성에 관한 연구)

  • 조재호;윤종성
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.16 no.2
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    • pp.203-211
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    • 1998
  • A traditional method to produce three dimensional orthophoto map has been studied by digital photogrammetry which decides a height by digitally searching conjugate points on the stereo image. Many researches in digital photogrammetric field are still in progress to determine conjugate points automatically. In this study, we analyze the effect of accuracy of area-based image matching with changing eight types of target area size using four types of image pyramid. The result of image matching to each method compared with 1/5,000 digital mapping data. We decided a optimal size of target area on a percentage of image matching. Digital elevation model is generated by matching results and bundle method. As a result, three dimensional orthophoto map is made in terms of digital elevation model and orthophoto.

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Refinement of Projection Map Based on Artificial Neural Networks to Represent Noise-Reduced Foam Effects (노이즈가 완화된 거품 효과를 표현하기 위한 인공신경망 기반의 투영맵 정제)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.4
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    • pp.11-24
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    • 2021
  • In this paper, we propose an artificial neural network framework that can represent the foam effects expressed in liquid simulation in detail without noise. The position and advection of foam particles are calculated using the existing screen projection method, and the noise problem that appears in this process is solved through an proposed artificial neural network. The important thing in the screen projection approach is the projection map, but noise occurs in the projection map in the process of projecting momentum into the discretized screen space, and we efficiently solve this problem by using an artificial neural network-based denoising network. When the foam generating area is selected through the projection map, 2D is inversely transformed into 3D space to generate foam particles. We solve the existing denoising network problem in which small-scaled foam particles disappear. In addition, by integrating the proposed algorithm with the screen-space projection framework, all the advantages of this approach can be accommodated. As a result, it shows through various experiments whether it is possible to stably represent not only the clean foam effects but also the foam particles lost due to the denoising process.