• Title/Summary/Keyword: 3D CG

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Intelligent Composition of CG and Dynamic Scene (CG와 동영상의 지적합성)

  • 박종일;정경훈;박경세;송재극
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1995.06a
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    • pp.77-81
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    • 1995
  • Video composition is to integrate multiple image materials into one scene. It considerably enhances the degree of freedom in producing various scenes. However, we need to adjust the viewing point sand the image planes of image planes of image materials for high quality video composition. In this paper, were propose an intelligent video composition technique concentrating on the composition of CG and real scene. We first model the camera system. The projection is assumed to be perspective and the camera motion is assumed to be 3D rotational and 3D translational. Then, we automatically extract camera parameters comprising the camera model from real scene by a dedicated algorithm. After that, CG scene is generated according to the camera parameters of the real scene. Finally the two are composed into one scene. Experimental results justify the validity of the proposed method.

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.

Effect of supplementary glycerin on milk composition and heat stability in dairy goats

  • Thoh, Deela;Pakdeechanuan, Patcharin;Chanjula, Pin
    • Asian-Australasian Journal of Animal Sciences
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    • v.30 no.12
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    • pp.1711-1717
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    • 2017
  • Objective: This experiment was studied the effects of various levels of crude glycerin (CG) in dairy goat diet on daily intake, milk yield, milk composition, some physical properties and some quality changes of goat milk after sterilization. Methods: Twelve 75% Saanen dairy goats (body weight = $49{\pm}3kg$; days in milk = $60{\pm}12d$) were randomly assigned in a completely randomized design to evaluate the effects of three experimental diets consisting of 0%, 5%, and 10% CG (dry matter basis) which were formulated to meet or exceed the nutrient requirements of goats. Experimental dairy goats were evaluated for feed and milk yield. Milk samples were analyzed for their composition, including fatty acids, casein profile, fat globule size, and color, and were sterilized to evaluate milk heat stability. Results: There were no significant differences between 0% and 5% CG treatments infeed. Increasing CG supplementation from 0% to 5% increased milk yield from $2.38{\pm}0.12$ to $2.64{\pm}0.23kg/goat/d$. In addition, milk samples from 5% CG treatment had the highest total solids, fat content and lactose content, and largest fat globule size. Increasing CG to 10% resulted in a decrease in milk fat. After sterilizing at $116^{\circ}C$, $F_0=3min$, goat milk samples from 5% CG treatment had slightly higher sediment content and comparatively higher degree of browning. Conclusion: Considering milk yield, milk fat content and quality of sterilized milk, 5% CG supplementation in a total mixed ration has a potential for implementation in dairy goats.

Multi-channel Transimpedance Amplifier Arrays in Short-Range LADAR Systems for Unmanned Vehicles (무인차량용 단거리 라이다 시스템을 위한 멀티채널 트랜스임피던스 증폭기 어레이)

  • Jang, Young Min;Kim, Seung Hoon;Cho, Sang Bock;Park, Sung Min
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.12
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    • pp.40-48
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    • 2013
  • This paper presents multi-channel transimpedance amplifier(TIA) arrays in short-range LADAR systems for unmanned vehicles, by using a 0.18um CMOS technology. Two $4{\times}4$ channel TIA arrays including a voltage-mode INV-TIA and a current-mode CG-TIA are introduced. First, the INV-TIA consists of a inverter stage with a feedback resistor and a CML output buffer with virtual ground so as to achieve low noise, low power, easy current control for gain and impedance. Second, the CG-TIA utilizes a bias from on-chip bandgap reference and exploits a source-follower for high-frequency peaking, yielding 1.26 times smaller chip area per channel than INV-TIA. Post-layout simulations demonstrate that the INV-TIA achieves 57.5-dB${\Omega}$ transimpedance gain, 340-MHz bandwidth, 3.7-pA/sqrt(Hz) average noise current spectral density, and 2.84mW power dissipation, whereas the CG-TIA obtains 54.5-dB${\Omega}$ transimpedance gain, 360-MHz bandwidth, 9.17-pA/sqrt(Hz) average noise current spectral density, and 4.24mW power dissipation. Yet, the pulse simulations reveal that the CG-TIA array shows better output pulses in the range of 200-500-Mb/s operations.

Virtual Presentation and Customization of Products Based on Internet

  • Pan Zhi-geng;Chen Tian;Zhang Ming-min;Xu Bin
    • International Journal of CAD/CAM
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    • v.4 no.1
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    • pp.1-10
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    • 2004
  • Through reviewing and comparing the current virtual shopping malls web sites integrated VR into E-commerce, this paper analyzed both the advantages and disadvantages of two kinds of methods for product presentation: 2D image based and 3D model based presentation method. Using the virtual shopping mall (EasyMall) as a showcase, we presented the architecture of the system and the development technologies, especially those in the mixed presentation method. The presentation and customization methods in the two related modules, including the PhoneShow for mobile phone and EasyShow for textile products, were discussed. It indicated that the integration of E-commerce with VR could provide consumers with virtual experience and intelligent service for business activities. Furthermore, the product presentation methods can be made available for use in different cases.

The Developmental Characterization of the Sericin jam(Bombyx mori), a Mutant in the Synthesis and Secretion of Fibroin (세리신잠(Nd-s. $Nd^H$의 발육 특성)

  • 김수연;손해룡
    • Journal of Sericultural and Entomological Science
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    • v.45 no.1
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    • pp.6-9
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    • 2003
  • This experiment was done to know developmental characteristics of Sericin jam. Incubation periods were 10 day 2 hr, and 10 day 1 hr. 11 day 1 hr for Nd-s jam, N $d^{H}$ jam, and Baegok jam, respectively. Hatching rates were 83.9, 83.3 and 96.0% for Nd-s jam, N $d^{H}$ jam, and Baegok jam. Larval periods were, 20 days 1 hr for Nd-s jam, 20 days 5 hrs for N $d^{H}$ jam, and 22 days 12 hrs for Baegok jam. Death rate of larvae was highest in N $d^{H}$ iam, followed by Nd-s jam and Baegok jam. Pupation rate was highest in Baegok Jam followed by Nd-s jam and that of N $d^{H}$ jam was the lowest among the three. Cocoon weight was 1.39, 1.08, and 2.01 g for Nd-s jam, N $d^{H}$ jam, and Baegok jam, respectively. Shell weight were 13, 3, and 48 cg for Nd-s jam, N $d^{H}$ jam, and Baegok jam. Cocoon shell ratios were 9.0% for Nd-s jam, 2.8% for N $d^{H}$ jam and 23.9% for Baegok jam. Cocoon sizes were 30.6${\times}$15.8 mm for Nd-s jam, 24.7${\times}$14.9 mm for N $d^{H}$ jam and 35.8 ${\times}$ 20.5 mm(1${\times}$w) for Baegok jam.w) for Baegok jam.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

Study on Digital Restoration by 3-dimensional Image for Gilt Bronze Cap Excavated from the Ancient Tomb of Andong, Goheung (고흥 안동고분 출토 금동관모의 3차원 디지털 복원연구)

  • Lee, Joo-Wan;Oh, Jung-Hyun;Kim, Sa-Dug
    • Journal of Conservation Science
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    • v.27 no.2
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    • pp.181-190
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    • 2011
  • A precision measurement and digital image restoration of the 5th century's gilt bronze cap of Baekje dynasty, excavated from the ancient tomb of Andong, Goheung in 2006, was undertaken. The objective of the scanning is to preserve precise feature of the artefact in the form of digital data by embodying it in 3 dimensional space. Acquirement of the data has been undertaken in the following process : 3D scanning to obtain 3D shape and color information(original data photographing)-3D modelling(joining original data and restoring non-photographed or damaged area)-CG image production. Production of restoration CG image was based on joined shape of original data and each part's measurement on CAD. Non-photographed part and area of loss was restored referring actual measurement and research result of excavated cap from the 5th to 8th century. 3D image restoration is one of artefact restoration methods which restores artefact without risk. It is also undertaken with historical research. As result, this method can enhance aesthetic and academic value of the artefact by successful restoration.

Correlation Analysis between Artists' Shading and CG Shading (미술가들의 음영 표현 특성과 CG 쉐이딩 알고리즘 간의 상관관계 분석)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.691-702
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    • 2011
  • Recently, several researchers have attempted to combine human visual perception and computer graphics. Cole et. al. suggest the study results in which line drawing algorithm in computer graphics characterize the properties of line drawing made by artists. The paper also evaluates CG line drawing algorithms depending on whether people recognize effectively specific 3D shape from the image made by those CG line drawing algorithms. However, human recognizes the shape of objects more effectively in image made by BRDF shading model than line drawing algorithm. It means that the shading factor is important to recognize shape with human perception. In this paper, we analyze the correlation between shading made by human artists and that made by CG shading algorithms. The study is to characterize the mathematical properties of artists' shading and CG shading. This type of analysis can guide the future development of new CG shading algorithm in computer graphics for the purpose of shape perception.

Face Replacement under Different Illumination Condition (다른 조명 환경을 갖는 영상 간의 얼굴 교체 기술)

  • Song, Joongseok;Zhang, Xingjie;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.20 no.4
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    • pp.606-618
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    • 2015
  • Computer graphics(CG) is being important technique in media contents such as movie and TV. Especially, face replacement technique which replaces the faces between different images have been studied as a typical technology of CG by academia and researchers for a long time. In this paper, we propose the face replacement method between target and reference images under different illumination environment without 3D model. In experiments, we verified that the proposed method could naturally replace the faces between reference and target images under different illumination condition.