• Title/Summary/Keyword: Color Rendering

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A design of constant current driving circuit for LED stage light (LED 무대조명용 정전류 구동회로의 설계)

  • Jung, Kwang-Hyun;Kim, Pyung-Moo;Park, Chong-Yeun
    • Journal of Industrial Technology
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    • v.31 no.A
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    • pp.95-101
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    • 2011
  • According to recent technological developments in high-power LEDs, the stage lighting is one of most important areas to apply power LED system. Moving light for color rendering of stage uses the RGBW(red, green, blue, white) color mixing method. LED moving light system needs to have a wide range of dimming control as enough to operate at very low power. Also LED dimming system should not be induced color-shift and flicker in camera. This paper is experimentally verified the LED Moving Light driving circuit of 200Watt level designed to satisfy the above characteristics which applied the DC current-controlled and PWM mixed dimming method.

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Real-Time Motion Blur Using Triangular Motion Paths

  • Hong, MinhPhuoc;Oh, Kyoungsu
    • Journal of Information Processing Systems
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    • v.13 no.4
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    • pp.818-833
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    • 2017
  • This paper introduces a new algorithm that renders motion blur using triangular motion paths. A triangle occupies a set of pixels when moving from a position in the start of a frame to another position in the end of a frame. This is a motion path of a moving triangle. For a given pixel, we use a motion path of each moving triangle to find a range of time that this moving triangle is visible to the camera. Then, we sort visible time ranges in the depth-time dimensions and use bitwise operations to solve the occlusion problem. Thereafter, we compute an average color of each moving triangle based on its visible time range. Finally, we accumulate an average color of each moving triangle in the front-to-back order to produce the final pixel color. Thus, our algorithm performs shading after the visibility test and renders motion blur in real time.

A Study on the Color Change in a Union Fabric simulated using a 3-dimensional CAD Software and Image Analysis

  • Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.10 no.6
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    • pp.9-15
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    • 2006
  • Colors of textile products or fashionable clothing play one of the most important roles. From the point of visual cues, the realism of an image is the result of a good interaction of local light scattering or transmittance model applied. A 3-dimensional CAD software was used to construct a solid plain fabric model. In order to simulate a union fabric with different warp and filling colors, rendering was performed on the fabric model. It was demonstrated that the iridescent effect, pearl effect, or superficial color change effect of the union fabric during wearer's movement could be explained using the fabric models at inclined fabric positions during viewer's observation.

Near-lossless Coding of Multiview Texture and Depth Information for Graphics Applications (그래픽스 응용을 위한 다시점 텍스처 및 깊이 정보의 근접 무손실 부호화)

  • Yoon, Seung-Uk;Ho, Yo-Sung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.1
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    • pp.41-48
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    • 2009
  • This Paper introduces representation and coding schemes of multiview texture and depth data for complex three-dimensional scenes. We represent input color and depth images using compressed texture and depth map pairs. The proposed X-codec encodes them further to increase compression ratio in a near-lossless way. Our system resolves two problems. First, rendering time and output visual quality depend on input image resolutions rather than scene complexity since a depth image-based rendering techniques is used. Second, the random access problem of conventional image-based rendering could be effectively solved using our image block-based compression schemes. From experimental results, the proposed approach is useful to graphics applications because it provides multiview rendering, selective decoding, and scene manipulation functionalities.

Real-time Volume Rendering using Point-Primitive (포인트 프리미티브를 이용한 실시간 볼륨 렌더링 기법)

  • Kang, Dong-Soo;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1229-1237
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    • 2011
  • The volume ray-casting method is one of the direct volume rendering methods that produces high-quality images as well as manipulates semi-transparent object. Although the volume ray-casting method produces high-quality image by sampling in the region of interest, its rendering speed is slow since the color acquisition process is complicated for repetitive memory reference and accumulation of sample values. Recently, the GPU-based acceleration techniques are introduced. However, they require pre-processing or additional memory. In this paper, we propose efficient point-primitive based method to overcome complicated computation of GPU ray-casting. It presents semi-transparent objects, however it does not require preprocessing and additional memory. Our method is fast since it generates point-primitives from volume dataset during sampling process and it projects the primitives onto the image plane. Also, our method can easily cope with OTF change because we can add or delete point-primitive in real-time.

Research on the Productions of Analog Pens within the Smart Media (스마트 미디어에서의 아날로그 펜화기법 제작 연구 -어플리케이션 "스케치 플러스"를 중심으로)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.413-421
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    • 2016
  • This research, mainly focused on the development of the iPhone exclusive app 'Sketch Plus', is on the production of pens within the smart media. Our goal is to develop and reproduce pens with surreal rendering as a base and during that process, describe the fusing process of design perspectives and algorithms. This research comprehends the concept of surreal rendering, which is a technique that mimics traditional art forms, and suggests 15 pen techniques and ways to display them by analyzing previous research on smart media. We have described the process of using hatching patterns and resused to solve lag problems that occur during the reproduction of pen techniques due to the limitations of smart devices and organized the conversion process of pen patterns into 4 steps: rough sketch, contrast, applying and mimicking patterns, and applying color. We hope that this research on the reproduction of analog pen techniques can be used as an example for production on fused surreal rendering.

A Study on the Characteristics of Application for Therapeutic Light and Color in Dementia Care Facilities - Focused on Qualitative and Quantitative Application Characteristics (치매요양시설에서의 치료를 위한 빛·색채의 시설적 적용 특성에 관한 고찰 - 정성적 및 정량적 적용 특성을 중심으로)

  • Jee, Soo In
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.24 no.4
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    • pp.69-87
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    • 2018
  • Purpose: This study has been started with the awareness that light and color are the main visual sensors of the multi-sensory stimulation environment to achieve the therapeutic environment for demented elderly. The purpose of this study therefore is for clarifying the application characteristics of therapeutic light and color for dementia care facilities. Methods: Internal and external literature reviews have been conducted for the investigation into a)disorders and visual system in demented elderly, b)therapeutic effects of light and color, c)heliotherapy, light therapy and color therapy to deduce the therapeutic characteristics of light and color for demented elderly, and finally into d)the application characteristics of it for dementia care facilities. Results: The application characteristics of the therapeutic light and color for dementia care facilities are classified into both qualitative and quantitative characteristics. Qualitative application characteristics of light represented using of daylight, using of lighting approximate to daylight, expansion of iluminance level, equality in iluminance Level, reduction of shadow, and as well as exclusion of blare. Quantitative application characteristics of it represented iluminance level, color temperature and color rendering index prescribed in international lighting standards. Qualitative application characteristics of color represented non-monochromatic color, color contrast, long wavelength of yellow-red colors, exclusion of short wavelength of blue colors and patterns, and as well as different colors for idenfication. Quantitative application characteristics of it represented kontrast(K) prescribed in DIN32975:2009 and light reflectance value(LRV) prescribed in BS8300:2009. Implications: To form dementia care facilities as therapeutic environment both qualitative and quantitative application characteristics of therapeutic light and color in dementia care facilities are needed.

The Optimization of Offset Printing Process for High Quality Color Reproduction (1) - Prepress and proofing - (고품질 색재현을 위한 오프셋 인쇄공정의 최적화에 관한 연구(I) - 프리프레스와 교정인쇄를 중심으로 -)

  • Kim, Sung-Su;Kang, Sang-Hoon
    • Journal of the Korean Graphic Arts Communication Society
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    • v.25 no.2
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    • pp.15-28
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    • 2007
  • For the color offset printing, it starts with input of data. The past days, drum scanner or flat scanner used to input of data, but now it changes gradually into using of digital camera because digital camera become popular. The high quality digital camera saves as a data(RAW format), sRGB which have built in digital camera, or Adobe RGB format. sRGB of ICC(International Color Consortium) profile is a standard color gamut of digital camera. Distribution of color gamut in sRGB is less than Adobe RGB have a distribution in ICC profile. sRGB also can not be expressed in some specific part, because distribution of color gamut in sRGB is not able to cover all parts in ICC Profile of international standards CMYK. It is more popular to use Adobe RGB than sRGB to do high quality offset printing and software basis color setting in Europe and Japan. In spite of this data basis, there is a difficulty of doing color correction between the color proofing prints and the final prints. To see how the software color setting effects to RGB data, this thesis will use Gretag Macbeth ColorChecker 24 patch which has the most general natural color chart to compare sRGB and Adobe RGB to check the differences of color changes. It will use the several factors that came out from the process of making ICC Profile to figure out the optimum In-house profile. It also compares the differences of using matt paper and glossy paper to do best quality color proof offset printing, and how the Rendering Intent effects the proof print.

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Optical Multi-Normal Vector Based Iridescence BRDF Compression Method (광학적 다중 법선 벡터 기반 훈색(暈色)현상 BRDF 압축 기법)

  • Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.3
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    • pp.184-193
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    • 2010
  • This paper proposes a biological iridescence BRDF(Bidirectional Reflectance Distribution Function) compression and rendering method. In the graphics technology, iridescence sometimes is named structure colors. The main features of these symptoms are shown transform of color and brightness by varying viewpoint. Graphics technology to render this is the BRDF technology. The BRDF methods enable realistic representation of varying view direction, but it requires a lot of computing power because of large data. In this paper, we obtain reflection map from iridescence BRDF, analyze color of reflection map and propose representation method by several colorfully concentric circle. The one concentric circle represents beam width of reflection ray by one normal vector. In this paper, we synthesize rough concentric by using several virtually optical normal vectors. And we obtain spectrum information from concentric circles passing through the center point. The proposed method enables IBR(image based rendering) technique which results is realistic illuminance and spectrum distribution by one texture from reduced BRDF data within spectrum.

Texture-based Hatching for Color Image and Video

  • Yang, Hee-Kyung;Min, Kyung-Ha
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.4
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    • pp.763-781
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    • 2011
  • We present a texture-based hatching technique for color images and video. Whereas existing approaches produce monochrome hatching effects in considering of triangular mesh models by applying strokes of uniform size, our scheme produces color hatching effects from photographs and video using strokes with a range of sizes. We use a Delaunay triangulation to create a mesh of triangles with sizes that reflect the structure of an input image. At each vertex of this triangulation, the flow of the image is analyzed and a hatching texture is then created with the same alignment, based on real pencil strokes. This texture is given a modified version of a color sampled from the image, and then it is used to fill all the triangles adjoining the vertex. The three hatching textures that accumulate in each triangle are averaged and the result of this process across all the triangles forms the output image. We can also add a paper texture effect and enhance feature lines in the image. Our algorithm can also be applied to video. The results are visually pleasing hatching effects similar to those seen in color pencil drawings and oil paintings.