• Title/Summary/Keyword: 3D blending

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High-quality Stitching Method of 3D Multiple Dental CT Images (3차원 다중 치과 CT 영상의 고화질 스티칭 기법)

  • Park, Seyoon;Park, Seongjin;Lee, Jeongjin;Shin, Juneseuk;Shin, Yeong-Gil
    • Journal of Korea Multimedia Society
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    • v.17 no.10
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    • pp.1205-1212
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    • 2014
  • In this paper, we propose a high-quality stitching method of 3D multiple dental CT images. First, a weighted function is generated using the difference of two distance functions that calculate a distance from the nearest edge of an overlapped region to each position. And a blending ratio propagation function for two gradient vectors is parameterized by the difference and magnitude of gradient vectors that is also applied by the weighted function. When the blending ratio is propagated, an improved region growing scheme is proposed to decide the next position and calculate the blending intensity. The proposed method produces a high-quality stitching image. Our method removes the seam artifact caused by the mean intensity difference between images and vignetting effect. And it removes double edges caused by local misalignment. Experimental results showed that the proposed method produced high-quality stitching images for ten patients. Our stitching method could be usefully applied into the stitching of 3D or 2D multiple images.

Linear Interpolation Transition of Character Animation for Immediate 3D Response to User Motion

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.11 no.1
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    • pp.15-20
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    • 2015
  • The purpose of this research is to study methods for performing transition that have visual representation of corresponding animations with no bounce in subsequently recognized user information when attempting to interact with a virtual 3D character in real-time using user motion. If the transitions of the animation are needed owing to a variety of external environments, continuous recognition of user information is required to correspond to the motion. The proposed method includes linear interpolation of the transition using cross-fades and blending techniques. The normalized playing time of the source animation was utilized for automatically calculating the transition interpolation length of the target animation and also as the criteria in selecting the crossfades and blending techniques. In particular, in the case of blending, the weighting value based on the degree of similarity between two animations is used as a blending parameter. Accordingly, transitions for visually excellent animation are performed on interactive holographic projection systems.

A Study of Blending Methods for Generating Multiple Skeletal Animations (멀티플 골격 애니메이션을 위한 블렌딩 방법의 연구)

  • Zhang, Dongsen;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.648-652
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    • 2008
  • We all know *.x file is a bridge of the 3D model developer and the game developer. In today's 3D game programming, more and more advanced hardware support it to run, but we still need to consider the methods to generate the animations. 3D model maker is tired of rectifying the skeletal animations. If he mistakes one point in some one animation, this will lead to distortion in *.x file. Then the modification consumes long time. So finding a good blending method is the best choice for generating multiple skeletal animations. There were some methods for animations blending. In this paper, we could use 3D max or Maya to blend animations; and we could use *.x file and blend animations in coding. And we will use 3D max 8.0 to export the *.x file and present a better way to combine skeletal animations.

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Biped Animation Blending By 3D Studio MAX Script (맥스 스크립트를 이용한 바이페드 애니메이션 합성)

  • Choe, Hong-Seok
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.131-134
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    • 2008
  • 오늘날 3D 캐릭터 애니메이션은 실사영화, 애니메이션, 게임, 광고 등 대다수의 영상물에서 쉽게 접할 수 있다. 캐릭터의 부드러운 움직임은 모션캡쳐(Motion Capture)나 숙련된 애니메이터의 키 프레임(Key Frame) 작업의 결과물일 것이다. 이런 작업들은 고가의 장비나 많은 인력을 요구하고 완성된 결과물은 수정하거나 효과를 주기가 힘들다. 본 연구에서는 3D Studio MAX Script를 이용한 삼차원 회전 값의 연산으로 바이페드(Biped)의 포즈나 애니메이션을 합성하고 보다 사실적인 합성을 위한 방법을 제시하고자 한다.

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A study on the Performance of Hybrid Normal Mapping Techniques for Real-time Rendering

  • ZhengRan Liu;KiHong Kim;YuanZi Sang
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.361-369
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    • 2023
  • Achieving realistic visual quality while maintaining optimal real-time rendering performance is a major challenge in evolving computer graphics and interactive 3D applications. Normal mapping, as a core technology in 3D, has matured through continuous optimization and iteration. Hybrid normal mapping as a new mapping model has also made significant progress and has been applied in the 3D asset production pipeline. This study comprehensively explores the hybrid normal techniques, analyzing Linear Blending, Overlay Blending, Whiteout Blending, UDN Blending, and Reoriented Normal Mapping, and focuses on how the various hybrid normal techniques can be used to achieve rendering performance and visual fidelity. performance and visual fidelity. Under the consideration of computational efficiency, visual coherence, and adaptability in different 3D production scenes, we design comparative experiments to explore the optimal solutions of the hybrid normal techniques by analyzing and researching the code, the performance of different hybrid normal mapping in the engine, and analyzing and comparing the data. The purpose of the research and summary of the hybrid normal technology is to find out the most suitable choice for the mainstream workflow based on the objective reality. Provide an understanding of the hybrid normal mapping technique, so that practitioners can choose how to apply different hybrid normal techniques to the corresponding projects. The purpose of our research and summary of mixed normal technology is to find the most suitable choice for mainstream workflows based on objective reality. We summarized the hybrid normal mapping technology and experimentally obtained the advantages and disadvantages of different technologies, so that practitioners can choose to apply different hybrid normal mapping technologies to corresponding projects in a reasonable manner.

Motion editing using curve interpolation and blending technique (곡선 보간법과 블렌딩 기법을 이용한 묘션편집)

  • 김병훈;김형석
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.665-668
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    • 2003
  • 3D 모션 데이터를 생성하는 것은 어려운 작업이다. 보다 효율적으로 3D 모션 데이터를 생성하기 위해 키프레임 방식, 모션편집, 모션편집 등 여러 가지 방법이 적용되고 있다. 가장 최근에 많이 적용하고 있는 모션편집 방식은 모션편집에 있어 여러 가지 장점을 가지고 있다. 모션편집 방법이 다른 방법보다는 3D 모션 데이터 생성이 쉬운 편이지만 그래도 많은 노력과 시간을 요구한다. 그러므로 적은 시간과 노력을 들이고 보다 효율적인 3D 모션데이터 생성을 위해 다양한 방법이 시도되고 있다. 본 논문에서는 모션편집 작업 중에 발생하는 모션 불연속문제를 효율적으로 해결하기 위하여, 곡선 보간법(Curve Interpolation)과 블랜딩(Blending)함수를 활용하여 모션의 연결부분을 자연스럽게 연결하는 기법을 제시하고자 한다.

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A Study on the Dyeing Property of EVA Blended Polypropylene Fiber (EVA로 Blending된 Polypropylene Fiber의 염색성에 관한 연구)

  • 장철민;임상규;김삼수;손태원;서말용
    • Textile Coloration and Finishing
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    • v.10 no.5
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    • pp.13-18
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    • 1998
  • Polypropylene-ethylene/vinyl acetate copolymer (PP-EVA) blends were prepared by mechanical blending using relatively semi-crystaline ethylene-vinyl acetate copolymer and polypropylene. In order to obtain dyeable PP fiber, PP-EVA blends were prepared using below 10wt.% of EVA and formed a filament by the melt spinning method. The resultant fibers had tensile strengh of 2∼3g/d, elongation of 330∼600%, initial modulus of 22∼46g/d, and exhibited markedly improved dyeing property.

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Hair-Blending Method for 2D Virtual Color Hairstyler Based on Semi-automatic Field Morphing (반자동 필드 모핑에 기반한 2D 가상 컬러 헤어스타일러의 모발 블렌딩 방법)

  • Kwak, Noyoon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.3-9
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    • 2008
  • This paper is related to hair-blending for 2D virtual color hairstyler based on the semi-automatic field morphing. The proposed 2D virtual color hair-styler is characterized as generating virtual hairstyles using the variable morphing mask instead of the fixed one for the semi-automatic morphing, and then hair-blending the generated virtual hairstyles using sigmoid function around the boundary region of the variable morphing mask. The proposed method is able to generate the virtual hairstyles with an easy-to-use interface based on semi-automatic field morphing. According to the proposed method, a user can shorten the working time and even an unskilled user can obtain natural hairstyles as he or she designates a small number of external user inputs.

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Accelerated Volume Rendering based on 3D Texture Mapping Hardware using Normal Blending (3D 텍스쳐 매핑 하드웨어 하에서 법선 벡터 블렌딩을 이용한 가속화된 볼륨 렌더링)

  • Yun, Seong-Ui;Sin, Yeong-Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.4
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    • pp.181-187
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    • 2001
  • 본 논문에서는 3D 텍스쳐 매핑 하드웨어(texture mapping hardware)하에서 OpenGL를 이용하여 빠른 추출(classification) 및 음영처리(shading)를 가능하게 하는 직접 볼륨 렌더링(direct volume rendering) 방법을 제안한다. 추출과정을 위해 lookup table을 통해서 볼륨 데이터의 밀도값(density)으로부터 불투명도(opacity)값을 얻어내고, 법선 벡터 블렌딩(normal blending)방법을 제안하여 볼륨 크기에 상관없이 최종 이미지에서만 음영 처리 연산을 수행한다. 본 논문에서 제시된 볼륨 렌더링의 전과정이 그래픽스 하드웨어(graphics hardware)에서 이뤄지면, 음영처리 연산의 복잡도 감소로 인하여 상호 대화적인 볼륨 렌더링이 가능하다.

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