• Title/Summary/Keyword: Bump Mapping

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Design of an Effective Bump Mapping Hardware Architecture Using Angular Operation (각 연산을 이용한 효과적인 범프 매핑 하드웨어 구조 설계)

  • 이승기;박우찬;김상덕;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.663-674
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    • 2003
  • Bump mapping is a technique that represents the detailed parts of the object surface, such as a perturberance of the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is considerable, because a large amount of per pixel computation, including the normal vector shading, is required. In this paper, we propose a new bump mapping algorithm using the polar coordinate system and its hardware architecture. Compared with other existing architectures, our approach performs bump mapping effectively by using a new vector rotation method for transformation into the reference space and minimizing illumination calculation. Consequently, our proposed architecture reduces a large amount of computation and hardware requirements.

Bump mapping algorithm for polygonal model and its hardware implementation (다각형 모델에서 범프 맵핑을 수행하기 위한 알고리즘과 하드웨어 구현)

  • Choi, Seung-Hak;Mun, Byung-In;Eo, Kil-Su;Lee, Hong-Youl
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.15-23
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    • 1996
  • Bump mapping is an elegant rendering technique to simulate wrinkled surfaces such as bark, which enables to produce more realistic image than texture-mapped one. This paper presents a new algorithm for bump mapping along with a hardware architecture to run our algorithm in real-time. The proposed approach is more efficient than previous one, and in particular, our hardware architecture is simpler to implement.

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A Bump Mapping Method Using Camera Lens (카메라 렌즈를 이용한 범프 맵핑)

  • Koh, Wook
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.9-15
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    • 1997
  • Most rendering research has concentrated on two sub-problems: modeling the reflection of light sources, and calculating the direct and indirect illumination from light sources and other surfaces. As Kolb wrote in [1], the camera and lens model is an important key component of a rendering system. In this paper we describe a bump-mapping method using camera lens. It allows another level of control in rendering. We developed an efficient framework to develop customized bump mapping lens and combine with other sequence of lens elements to create various effects as shown in Figure 2,3,4,5.

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A Study on Automatic Detection of Speed Bump by using Mathematical Morphology Image Filters while Driving (수학적 형태학 처리를 통한 주행 중 과속 방지턱 자동 탐지 방안)

  • Joo, Yong Jin;Hahm, Chang Hahk
    • Journal of Korean Society for Geospatial Information Science
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    • v.21 no.3
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    • pp.55-62
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    • 2013
  • This paper aims to detect Speed Bump by using Omni-directional Camera and to suggest Real-time update scheme of Speed Bump through Vision Based Approach. In order to detect Speed Bump from sequence of camera images, noise should be removed as well as spot estimated as shape and pattern for speed bump should be detected first. Now that speed bump has a regular form of white and yellow area, we extracted speed bump on the road by applying erosion and dilation morphological operations and by using the HSV color model. By collecting huge panoramic images from the camera, we are able to detect the target object and to calculate the distance through GPS log data. Last but not least, we evaluated accuracy of obtained result and detection algorithm by implementing SLAMS (Simultaneous Localization and Mapping system).

Wang Tile Terrain Synthesis and Real-Time Rendering using Parallax Mapping (왕(Wang) 타일 지형 합성과 시차 맵핑을 이용한 실시간 렌더링)

  • Jeong, Jae-Won;Choi, Min-Gyu
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.71-77
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    • 2008
  • The geometric structure constructs terrain from height map and non-periodically tiling with Wang tile for the detail description. It will be able to express detail bump using parallax mapping to add decal data together with height data in tile. We solve the problem when the real-time rendering and propose improving of parallax mapping for the terrain.

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Improving the Rendering Speed of 3D Model Animation on Smart Phones

  • Ng, Cong Jie;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.3
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    • pp.266-270
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    • 2011
  • The advancement of technology enables smart phones or handheld devices to render complex 3D graphics. However, the processing power and memory of smart phones remain very limited to render high polygon and details 3D models especially on games which requires animation, physic engine, or augmented reality. In this paper, several techniques will be introduced to speed up the computation and reducing the number of vertices of the 3D meshes without losing much detail.

Recognition of Lanes, Stop Lines and Speed Bumps using Top-view Images (탑뷰 영상을 이용한 차선, 정지선 및 과속방지턱 인식)

  • Ahn, Young-Sun;Kwak, Seong Woo;Yang, Jung-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.11
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    • pp.1879-1886
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    • 2016
  • In this paper, we propose a real-time recognition algorithm of lanes, stop lines and speed bumps on roads for autonomous vehicles. First, we generate a top-view using the image transmitted from a camera that is installed to see the front of a vehicle. To speed up the processing, we simplify the mapping algorithm in constructing a top-view wherein the region of interest (ROI) is concerned. The features of lanes, stop lines and speed bumps, which are composed of lines, are searched in the edge image of the top-view, then followed by labeling and clustering specialized to detect straight lines. The width of lines, distances from the center of a vehicle, and curvature of each cluster are considered to select final candidates. We verify the proposed algorithm on real roads using the commercial car (KIA K7) which is converted into an autonomous vehicle.

Realistic Rendering of Woven Surface using Procedural Bump Mapping (절차적 범프 매핑을 이용한 직물표면의 사실적 렌더링)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.103-111
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    • 2010
  • In this paper, an procedural approach to photorealistic rendering of woven fabric material is proposed. Previously proposed procedural approaches to fabric rendering have the disadvantage that the rendering result is not sufficiently realistic. In order to enhance the realism, researchers employed example-based approaches. However, those methods have serious disadvantage that they require huge amount of storage for the various reflectance properties of diverse materials. The proposed method can express the reflectance on weft and warp yarns by alternating the anisotropic reflectance on yarns. In addition, we propose the proposed method procedurally models the bumpy yarn structure of woven fabric to obtain plausible rendering results. The proposed method can efficiently reproduce realistic virtual fabric without any reflectance data sets.

Virtual Engraving and Frottage Simulation with Haptic Feedback (촉감을 이용한 판화와 탁본 기법의 가상 시뮬레이션)

  • Lee, Dong-Wook;Park, Ye-Seul;Park, Jin-Ah
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.206-211
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    • 2007
  • 현대 그래픽스 장치의 발전은 수년전까지 Pre-Rendered 방식을 사용해서 볼 수 있었던 영상들을 Real-Time Rendering을 통해 실시간으로 인터렉티브하게 제공하고 있다. 이러한 장치의 발전은 게임, 시뮬레이션, 미디어 아트 등의 많은 분야에서 변화를 불러 일으켰으며, 앞으로도 많은 변화를 촉진시킬 것이다. 이러한 변화 중 하나로 기존까지 실시간으로 영상을 생성하기 힘들었던 분야 중의 하나인 미술 기법들의 실시간 재생이 가능해졌다. 본 논문은 미술 기법 중 판화기법과 탁본기법을 가상의 환경에서 모사할 수 있는 어플리케이션인 Virtual Engraving과 Virtual Frottage를 제안한다. Virtual Engraving은 3차원 공간상의 가상의 물체에 대해 3차원 입출력장치와 Bump Mapping을 이용하여 조각행위에 대한 경험을 사용자에게 제공하며, Virtual Frottage는 탁본의 대상을 영상으로 받아들여 영상 처리 기법과 Pixel Shader를 통한 렌더링을 통하여 사용자에게 흥미로운 프로타주 기법의 경험을 제공한다. 두 어플리케이션 모두 시각적인 정보를 통해 사용자에게 미술 기법의 경험을 제공하며, Virtual Engraving의 경우 3차원 입출력장치를 통해 촉각적인 정보를 제공하였고 Virtual Frottage 역시 촉각 피드백을 제공할 수 있도록 연구 중이다. 이러한 미술 기법의 모사 연구는 사용자에게 보다 더 실감적인 경험뿐만 아니라 실 공간에서는 가능하지 않은 여러 효과를 제공할 수 있다.

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Flexible tactile sensor array for foot pressure mapping system in a biped robot

  • Chuang, Cheng-Hsin;Liou, Yi-Rong;Shieh, Ming-Yuan
    • Smart Structures and Systems
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    • v.9 no.6
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    • pp.535-547
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    • 2012
  • Controlling the balance of motion in a context involving a biped robot navigating a rugged surface or a step is a difficult task. In the present study, a $3{\times}5$ flexible piezoelectric tactile sensor array is developed to provide a foot pressure map and zero moment point for a biped robot. We introduce an innovative concept involving structural electrodes on a piezoelectric film in order to improve the sensitivity. The tactile sensor consists of a polymer piezoelectric film, PVDF, between two patterned flexible print circuit substrates (FPC). Additionally, a silicon rubber bump-like structure is attached to the FPC and covered by a polydimethylsiloxane (PDMS) layer. Experimental results show that the output signal of the sensor exhibits a linear behavior within 0.2 N ~ 9 N, while its sensitivity is approximately 42 mV/N. According to the characteristic of the tactile sensor, the readout module is designed for an in-situ display of the pressure magnitudes and distribution within $3{\times}5$ taxels. Furthermore, the trajectory of the zero moment point (ZMP) can also be calculated by this program. Consequently, our tactile sensor module can provide the pressure map and ZMP information to the in-situ feedback to control the balance of moment for a biped robot.