• Title/Summary/Keyword: 2D graphics

Search Result 385, Processing Time 0.028 seconds

Pose Estimation of Face Using 3D Model and Optical Flow in Real Time (3D 모델과 Optical flow를 이용한 실시간 얼굴 모션 추정)

  • Kwon, Oh-Ryun;Chun, Jun-Chul
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.780-785
    • /
    • 2006
  • HCI, 비전 기반 사용자 인터페이스 또는 제스쳐 인식과 같은 많은 분야에서 3 차원 얼굴 모션을 추정하는 것은 중요한 작업이다. 연속된 2 차원 이미지로부터 3 차원 모션을 추정하기 위한 방법으로는 크게 외형 기반 방법이나 모델을 이용하는 방법이 있다. 본 연구에서는 동영상으로부터 3 차원 실린더 모델과 Optical flow를 이용하여 실시간으로 얼굴 모션을 추정하는 방법을 제안하고자 한다. 초기 프레임으로부터 얼굴의 피부색과 템플릿 매칭을 이용하여 얼굴 영역을 검출하고 검출된 얼굴 영역에 3 차원 실린더 모델을 투영하게 된다. 연속된 프레임으로 부터 Lucas-Kanade 의 Optical flow 를 이용하여 얼굴 모션을 추정한다. 정확한 얼굴 모션 추정을 하기 위해 IRLS 방법을 이용하여 각 픽셀에 대한 가중치를 설정하게 된다. 또한, 동적 템플릿을 이용해 오랫동안 정확한 얼굴 모션 추정하는 방법을 제안한다.

  • PDF

Analysis of Personal Messenger Contents Design as Digital Contents (디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.4
    • /
    • pp.183-192
    • /
    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

User-Steered Extraction of Geometric Features for 3D Triangular Meshes (사용자 의도에 의한 삼차원 삼각형 메쉬의 기하적 특징 추출)

  • Yoo, Kwan-Hee;Ha, Jong Sung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.9 no.2
    • /
    • pp.11-18
    • /
    • 2003
  • For extracting geometric features in 3D meshes according to user-steering with effective interactions. this paper generalizes the 2D algorithms of snapping and wrapping that. respectively. moves a cursor to a nearby feature and constructs feature boundaries. First. we define approximate curvatures and move cost functions that are the numerical values measuring the geometric characteristics of the meshes, By exploiting the measuring values. the algorithms of geometric snapping and geometric wrapping are developed and implemented. We also visualize the results from applying the algorithms to extracting geometric features of general 3D mesh models such as a face model and a tooth model.

  • PDF

Visualization of Trivariate Scattered Data Interpolation (트라이 베리에이트 산포된 자료 보간의 가시화)

  • Lee, Kun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.2 no.2
    • /
    • pp.11-20
    • /
    • 1996
  • The numerous application of scattered data include the modeling and visualization of physical phenomena. A tetrahedrization is one of pre-processing steps for 4-D surface interpolation. In this paper, various tetrahedrization methods are discussed including, Delaunay, least squares fitting, gradient difference, and jump in normal direction derivatives. This paper discriminates the characteristics of tetrahedrization through visualizing tetrahedral domain. This paper also, provides the tool that can compare and analyze the quality of 4-D space approximation over tetrahedral domain numerically, as well as graphically.

  • PDF

Effective design of 2d vector graphics rasterizer for mobile device (모바일용 2D Vector Graphics에 효율적인 Rasterizer 설계)

  • Park, Jaekyu;Lee, Yeongho;Jeong, Junmo;Lee, Kwangyeob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.05a
    • /
    • pp.221-224
    • /
    • 2009
  • 본 논문에서는 OpenVG Specification에서 제안한 파이프라인을 기능별, 혹은 연산별로 그룹화 하여 하드웨어 구현에 적합한 새로운 파이프라인을 제안하였다. 래스터라이저에서는 스캔라인 알고리즘과 엣지 플래그 알고리즘의 장점들을 포함하는 스캔라인 엣지 플래그 알고리즘을 구현하여 적용하였으며, Non-Zero 룰을 만족하기 위해 엣지의 방향에 따라 Winding 횟수를 기록하기 위한 추가 버퍼를 이용하였다. 또한, 래스터라이저는 안티 앨리어싱을 위해 슈퍼 샘플링 과정을 수행한다. 액티브 엣지 생성 시 클리핑을 동시에 수행하여 이후 과정에서의 불필요한 연산을 줄였고, 액티브 엣지들의 정렬을 수행하지 않는 방법을 사용하여 처리 속도를 향상 시켰다. 본 연구에서 설계된 OpenVG Rasterizer는 크로노스 그룹에서 제공하는 샘플 이미지들을 사용하여 검증하였다.

  • PDF

Fast Marker-based Registration of 3D CT and 2D X-ray Fluoroscopy Images (3차원 전산화 단층촬영영상과 2차원 X-선 투시영상간 표식기 기반 고속 정합)

  • Kim Gye-Hyun;Park Seong-Jin;Hong He-Len;Shin Yeong-Gil
    • Journal of KIISE:Software and Applications
    • /
    • v.33 no.3
    • /
    • pp.335-343
    • /
    • 2006
  • This paper proposes a novel technique of marker-based 2D-3D registration to combine 3D information obtained from preoperative CT images into 2D image obtained from intraoperative x-ray fluoroscopy image. Our method is divided into preoperative and intraoperative procedures. In preoperative procedure, we generate CT-derived DRRs using graphics hardware and detect markers automatically. In intraoperative procedure, we propose a hierarchical two- step registration to reduce a degree of freedom from 6-DOP to 2-DOF which is composed of in-plane registration using principal axis method and out-plane registration using minimal error searching method in spherical coordinate. For experimentation, we use cardiac phantom datasets with confirmation markers and evaluate our method in the aspects of visual inspection, accuracy and processing time. As experimental results, our method keeps accuracy and aligns very fast by reducing real-time computations.

3D Mesh Creation using 2D Delaunay Triangulation of 3D Point Clouds (2차원 딜로니 삼각화를 이용한 3차원 메시 생성)

  • Choi, Ji-Hoon;Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.13 no.4
    • /
    • pp.21-27
    • /
    • 2007
  • The 3D Delaunay triangulation is the most widely used method for the mesh creation via the triangulation of a 3D point cloud. However, the method involves a heavy computational cost and, hence, in many interactive applications, it is not appropriate for surface triangulation. In this paper, we propose an efficient triangulation method to create a surface mesh from a 3D point cloud. We divide a set of object points into multiple subsets and apply the 2D Delaunay triangulation to each subset. A given 3D point cloud is cut into slices with respect to the OBB(Oriented Bounding Box) of the point set. The 2D Delaunay triangulation is applied to each subset producing a partial triangulation. The sum of the partial triangulations constitutes the global mesh. As a postprocessing process, we eliminate false edges introduced in the split steps of the triangulation and improve the results. The proposed method can be effectively applied to various image-based modeling applications.

  • PDF

Design of a 3D Graphics Geometry Accelerator using the Programmable Vertex Shader (Programmable Vertex Shader를 내장한 3차원 그래픽 지오메트리 가속기 설계)

  • Ha Jin-Seok;Jeong Hyung-Gi;Kim Sang-Yeon;Lee Kwang-Yeob
    • Journal of the Institute of Electronics Engineers of Korea SD
    • /
    • v.43 no.9 s.351
    • /
    • pp.53-58
    • /
    • 2006
  • A Vertex Shader is designed to show more 3D graphics expressions, and to increase flexibility of the fixed function T&L (Transform and Lighting) engine. Design of this Shader is based on Vertex Shader 1.1 of DirectX 8.1 and OpenGL ARB. The Vertex Shader consists of four floating point ALUs for vectors operation. The previous 32bits floating point data type is replaced to 24bits floating point data type in order to design the Vertex Shader that consume low-power and occupy small area. A Xilinx Virtex2 300M gate module is used to verify behaviour of the core. The result of Synopsys synthesis shows that the proposed Vertex Shader performs 115MHz speed at the TSMC 0.13um process and it can operate as the rate of 12.5M Polygons/sec. It shows the complexity of 110,000 gates in the same process.

Visualization of 3D Graphics Shader Space Transformation (3D 그래픽스 셰이더 공간 변환의 시각화)

  • Lee, SangWon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.219-220
    • /
    • 2022
  • 3D 그래픽스 환경에서 입체적인 물체가 2D 모니터에 보여지는 과정에는 여러 단계의 공간 변환과 행렬 계산을 거치게 된다. 이러한 공간 변환은 각 단계가 어떤 의미인지 쉽게 이해하기에 어려운 면이 있다. 본 논문에서는 유니티 3D 엔진에서 작동하는 셰이더를 통해 각 단계의 공간을 시각화 하여 학생들이 보다 쉽게 공간 변환을 이해하는 시각화 방법을 제시한다.

  • PDF

A Study on the OpenGL Accelerating Performance Variations by the Configuration of Microprocessor (마이크로프로세서 구성에 따른 OpenGL 가속처리의 성능변화에 관한 연구)

  • Kim, Heui-Jung;Jeong, Jae-Hyun;Choi, Soon-Ho
    • Journal of Advanced Marine Engineering and Technology
    • /
    • v.30 no.2
    • /
    • pp.311-318
    • /
    • 2006
  • In this study, the performance tests for single and dual micro processor configurations are performed to investigate how the accelerated OpenGL components and applications are dependent on processor configurations. At present, many major providers of the engineering graphics workstations have recommended that multiprocessors are better than single processor. However, we confirmed that the single processor configuration is more faster and more effective than competitive configurations and suggested the economic method to improve the performance of the engineering graphics workstations.