• Title/Summary/Keyword: 텍스쳐 정보

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Performance Comparison of Matching Cost Functions for High-Quality Sea-Ice Surface Model Generation (고품질 해빙표면모델 생성을 위한 정합비용함수의 성능 비교 분석)

  • Kim, Jae-In;Kim, Hyun-Cheol
    • Korean Journal of Remote Sensing
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    • v.34 no.6_2
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    • pp.1251-1260
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    • 2018
  • High-quality sea-ice surface models generated from aerial images can be used effectively as field data for developing satellite-based remote sensing methods but also as analysis data for understanding geometric variations of Arctic sea-ice. However, the lack of texture information on sea-ice surfaces can reduce the accuracy of image matching. In this paper, we analyze the performance of matching cost functions for homogeneous sea-ice surfaces as a part of high-quality sea-ice surface model generation. The matching cost functions include sum of squared differences (SSD), normalized cross-correlation (NCC), and zero-mean normalized cross-correlation (ZNCC) in image domain and phase correlation (PC), orientation correlation (OC), and gradient correlation (GC) in frequency domain. In order to analyze the matching performance for texture changes clearly and objectively, a new evaluation methodology based on the principle of object-space matching technique was introduced. Experimental results showed that it is possible to secure reliability and accuracy of image matching only when optimal search windows are variably applied to each matching point in textureless regions such as sea-ice surfaces. Among the matching cost functions, NCC and ZNCC showed the best performance for texture changes.

3D Building Model Texture Extraction from Multiple Spatial Imagery for 3D City Modeling (3차원 도시모델 생성을 위한 다중 공간영상 기반 건물 모델 텍스쳐 추출)

  • Oh, Jae-Hong;Shin, Sung-Woong;Park, Jin-Ho;Lee, Hyo-Seong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.4
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    • pp.347-354
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    • 2007
  • Since large portal service providers started web services for 3D city models around the world using spatial imagery, the competition has been getting intense to provide the models with the higher quality and accuracy. The building models are the most in number among the 3D city model objects, and it takes much time and money to create realistic model due to various shapes and visual appearances of building object. The aforementioned problem is the most significant limitation for the service and the update of the 3D city model of the large area. This study proposed a method of generating realistic 3D building models with quick and economical texture mapping using multiple spatial imagery such as aerial photos or satellite images after reconstructed geometric models of buildings from building layers in digital maps. Based on the experimental results, the suggested method has effectiveness for the generation of the 3D building models using various air-borne imagery and satellite imagery quickly and economically.

Modeling and Rendering Curved Architectures from Photographs (사진을 이용한 건축물의 곡면 요소의 모델링 및 렌더링)

  • 이지은;김정현;박찬모
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.594-596
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    • 1998
  • 본 논문에서는 컴퓨터 비젼의 사진측량학적 방법과 대상물의 기하학적 정보를 결합하여, 사진으로부터 건축물의 정확한 값을 복원해 내는 새로운 모델링 시스템을 소개한다. 사용자의 간단한 프로토타입핑으로 얻은 대략의 모델 정보를 시스템이 사진 이미지와의 오차를 최소화하는 방법으로 자동적으로 모델 정보를 복원해 내며, 사진에서 최선의 텍스쳐 맵을 생성해 내므로, 세밀한 모델링 없이도 사진 수준의 사실적인(photo-realistic)모델을 얻을 수 있다. 빠르고 간단한 방법으로 실재 대상의 효과적인 모델을 얻을 수 있는 이 연구의 성과는 가상현실 분야의 모델링 작업에서 추구하는 바와 일치하므로, 가상현실 분야에서 유용하게 사용될 것으로 보이며, 알맞은 대상에 적용을 통해 실질적인 응용이 기대되어진다.

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Color Image Segmentation Based on Edge Salience Map and Region Merging (경계 중요도 맵 및 영역 병합에 기반한 칼라 영상 분할)

  • Kim, Sung-Young
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.105-113
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    • 2007
  • In this paper, an image segmentation method which is based on edge salience map and region merging is presented. The edge salience map is calculated by combining a texture edge map with a color edge map. The texture edge map is computed over multiple spatial orientations and frequencies by using Gabor filter. A color edge is computed over the H component of the HSI color model. Then the Watershed transformation technique is applied to the edge salience map to and homogeneous regions where the dissimilarity of color and texture distribution is relatively low. The Watershed transformation tends to over-segment images. To merge the over-segmented regions, first of all, morphological operation is applied to the edge salience map to enhance a contrast of it and also to find mark regions. Then the region characteristics, a Gabor texture vector and a mean color, in the segmented regions is defined and regions that have the similar characteristics, are merged. Experimental results have demonstrated the superiority in segmentation results for various images.

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Hardware Implementation of Rasterizer with SIMD Architecture Applicable to Mobile 3D Graphics System (모바일 3차원 그래픽스 시스템에 적용 가능한 SIMD 구조를 갖는 래스터라이저의 하드웨어 구현)

  • Ha, Chang-Soo;Sung, Kwang-Ju;Choi, Byeong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.313-315
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    • 2010
  • In this paper, we describe research results of developing hardware rasterizer that is applicable to mobile 3D graphics system, designed in SIMD architecture and verified in FPGA. Tile-based scan conversion unit is designed like SIMD architecture running four tiles simultaneously and each tile traverses pixels hierarchical in 3-level so that visiting counts is minimized. As experimental results, $8{\times}8$ is the most efficient size of tile and the last step of tile traversing is performed on $2{\times}2$ sized subtile. The rasterizer supports flat shading and gouraud shading and texture mapper supports affine mapping and perspective corrected mapping. Also, texture mapper supports point sampling mode and bilinear interpolating sampling mode and two types of wrapping modes and various blending modes. The rasterzer operates as 120Mhz on xilinx vertex4 $l{\times}100$ device. To easy verification, texture memory and frame buffer are generated as block rom and block ram.

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Photorealistic Building Modelling and Visualization in 3D GIS (3차원 GIS의 현실감 부여 빌딩 모델링 및 시각화에 관한 연구)

  • Song, Yong Hak;Sohn, Hong Gyoo;Yun, Kong Hyun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.2D
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    • pp.311-316
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    • 2006
  • Despite geospatial information systems are widely used in many different fields as a powerful tool for spatial analysis and decision-making, their capabilities to handle realistic 3-D urban environment are very limited. The objective of this work is to integrate the recent developments in 3-D modeling and visualization into GIS to enhance its 3-D capabilities. To achieve a photorealistic view, building models are collected from a pair of aerial stereo images. Roof and wall textures are respectively obtained from ortho-rectified aerial image and ground photography. This study is implemented by using ArcGIS as the work platform and ArcObjects and Visual Basic as development tools. Presented in this paper are 3-D geometric modeling and its data structure, texture creation and its association with the geometric model. As the results, photorealistic views of Purdue University campus are created and rendered with ArcScene.

Enhanced Deep Feature Reconstruction : Texture Defect Detection and Segmentation through Preservation of Multi-scale Features (개선된 Deep Feature Reconstruction : 다중 스케일 특징의 보존을 통한 텍스쳐 결함 감지 및 분할)

  • Jongwook Si;Sungyoung Kim
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.6
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    • pp.369-377
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    • 2023
  • In the industrial manufacturing sector, quality control is pivotal for minimizing defect rates; inadequate management can result in additional costs and production delays. This study underscores the significance of detecting texture defects in manufactured goods and proposes a more precise defect detection technique. While the DFR(Deep Feature Reconstruction) model adopted an approach based on feature map amalgamation and reconstruction, it had inherent limitations. Consequently, we incorporated a new loss function using statistical methodologies, integrated a skip connection structure, and conducted parameter tuning to overcome constraints. When this enhanced model was applied to the texture category of the MVTec-AD dataset, it recorded a 2.3% higher Defect Segmentation AUC compared to previous methods, and the overall defect detection performance was improved. These findings attest to the significant contribution of the proposed method in defect detection through the reconstruction of feature map combinations.

Performance Analysis of Texture / Pixel Cache in 3D Graphics Rasterization (3차원 그래픽 래스터라이제이션에서의 텍스쳐/픽셀 캐쉬 성능분석)

  • 김일산;박기호;이길환;박우찬;한탁돈
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.25-27
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    • 2002
  • 본 논문에서는 3차원 그래픽의 래스터라이제이션 단계에서 발생하는 메모리 트래픽 문제를 해결하기 위해 사용되는 텍스처 및 픽셀 캐쉬에 대한 성능을 분석하였다. 이를 위해 화면의 해상도, 컬러 정보, 깊이 정보 및 캐쉬 구성의 변화에 따른 이들 캐쉬의 성능변화를 살펴보았으며 실험결과 텍스처 캐쉬와 픽셀 캐쉬의 설계 시에 블록 크기에 의한 영향이 매우 중요함을 알 수 있었다. 특히 픽셀 캐쉬의 경우에는 시간적 지역성은 거의 없으며 매우 큰 공간적 지역성을 보이므로 이를 잘 반영할 수 있는 캐쉬 구조가 필요하다.

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Texture Feature Analysis of Machined Surface Image Using Intensity Gradient (광 강도변화를 이용한 가공면 영상의 텍스쳐 특징분석)

  • 사승윤
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.7 no.6
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    • pp.49-56
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    • 1998
  • Super precision working technique and machine tool have been continually developed thanks to advanced electronic field. To obtain good result. it is necessary to investigate surface in grinding with $mu extrm{m}$ level. There were quite many researches to satisfy these demands by using non-contact methods through the computer vision. In this study, the texture of working surface was analyzed. co-occurrence matrices was obtained from the surface roughness. Texture parameter was obtained using position operator composed of $ heta$, d according to variation of angle direction and distance. As a result, it was found that surface texture was more affected by direction($\theta$) than distance(d).

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