• Title/Summary/Keyword: Displacement mapping

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Per-Pixel Displacement Mapping Using Angular Operations (각 연산을 이용한 픽셀 당 변위 매핑)

  • Lee, Seung-Gi;Lee, Won-Jong;Han, Tack-Don
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.295-298
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    • 2006
  • 본 논문에서는 극 좌표계에서의 벡터 표현 방식을 이용한 per-pixel displacement mapping 방법을 제시한다. per-pixel displacement mapping은 triangle mesh의 처리 방식에 상관없이 변위매핑을 수행할 수 있도록 한 것으로, 2차원 screen space로 projection 된 triangle의 각 pixel의 위치를 객체 표면 정보에 따라 displacement 해주는 방법이다. 이는 기 검증된 범프매칭 하드웨어에 약간의 하드웨어를 추가함으로써 변위매핑을 수행할 수 있도록 한 효과적인 구조이다. 제안 방식에 의해 생성된 영상과 기존 방식에 의해 생성된 영상을 비교해본 결과, 시각적으로 거의 차이가 없음을 알 수 있다.

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Lossless Compression and Rendering of Multiple Layer Displacement Map (다층 변위 맵의 비손실 압축과 렌더링)

  • Chun, Young-Jae;Kim, Hae-Dong;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.171-178
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    • 2009
  • Multiple layer displacement mapping methods are able to represent more complex and general geometries which cannot be presented by single layer displacement mapping methods, and provide a realistic scene to digital contents such as 3D games and movies with relatively low costs. However, as we use more layers for details, data space is wasted more because lower layers have less displacement data than higher layers. In this paper, we suggest a lossless compression and rendering method of a multiple layer displacement map. Since we compress the map without data loss, the proposed method provides the same quality as the rendering result that uses an original multiple layer displacement map.

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A spline finite element method on mapping

  • Ding, Hanshan;Shao, Rongguang;Ding, Dajun
    • Structural Engineering and Mechanics
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    • v.4 no.4
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    • pp.415-424
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    • 1996
  • This paper presents a newly suggested calculation method in which an arbitrary quadrilateral element with curved sides is transformed to a normal rectangular one by mapping of coordinates, then the two-dimensional spline is adopted to approach the displacement function of this element. Finally the solution can be obtained by the least-energy principle. Thereby, the application field of Spline Finite Element Method will be extended.

Real-Time Rendering of a Displacement Map using an Image Pyramid (이미지 피라미드를 이용한 변위 맵의 실시간 렌더링)

  • Oh, Kyoung-Su;Ki, Hyun-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.228-237
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    • 2007
  • displacement mapping enables us to add realistic details to polygonal meshes without changing geometry. We present a real-time artifacts-free inverse displacement mapping method. In each pixel, we construct a ray and trace the ray through the displacement map to find an intersection. To skip empty regions safely, we traverse the image pyramid of displacement map in top-down order. Furthermore, when the displacement map is enlarged, intersection with bilinear interpolated displacement map can be found. When the displacement map is at distance, our method supports mipmap-like prefiltering to enhance image quality and speed. Experimental results show that our method can produce correct images even at grazing view angles. Rendering speed of a test scene is over hundreds of frames per second and the influence of resolution of displacement map to rendering speed is little. Our method is simple enough to be added to existing virtual reality systems easily.

Displacement Mapping for the Precise Representation of Protrusion (정확한 돌출 형상의 표현을 위한 변위매핑)

  • Yoo, Byoung-Hyun;Han, Soon-Hung
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.10
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    • pp.777-788
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    • 2006
  • This paper describes a displacement mapping technique which represents protruded shapes on the surface of an object. Previous approaches for image-based displacement mapping can represent only shapes depressed from the polygon surface. The proposed technique can represent shapes protruded from the underlying surface in real-time. Two auxiliary surfaces which are perpendicular to the underlying surface are added along the boundary of the polygon surface, in order to represent the pixels which overflow over the boundary of the polygon surface. The proposed approach can represent accurate silhouette of protruded shape. It can represent not only smooth displacement of protruded shape, but also abrupt displacement such as perpendicular protrusion by means of adding the supplementary texture information to the steep surface of protruded shape. By per-pixel instructions on the programmable GPU this approach can be executed in real-time. It provides an effective solution for the representation of protruded shape such as high-rise buildings on the ground.

Displacement estimation of bridge structures using data fusion of acceleration and strain measurement incorporating finite element model

  • Cho, Soojin;Yun, Chung-Bang;Sim, Sung-Han
    • Smart Structures and Systems
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    • v.15 no.3
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    • pp.645-663
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    • 2015
  • Recently, an indirect displacement estimation method using data fusion of acceleration and strain (i.e., acceleration-strain-based method) has been developed. Though the method showed good performance on beam-like structures, it has inherent limitation in applying to more general types of bridges that may have complex shapes, because it uses assumed analytical (sinusoidal) mode shapes to map the measured strain into displacement. This paper proposes an improved displacement estimation method that can be applied to more general types of bridges by building the mapping using the finite element model of the structure rather than using the assumed sinusoidal mode shapes. The performance of the proposed method is evaluated by numerical simulations on a deck arch bridge model and a three-span truss bridge model whose mode shapes are difficult to express as analytical functions. The displacements are estimated by acceleration-based method, strain-based method, acceleration-strain-based method, and the improved method. Then the results are compared with the exact displacement. An experimental validation is also carried out on a prestressed concrete girder bridge. The proposed method is found to provide the best estimate for dynamic displacements in the comparison, showing good agreement with the measurements as well.

Characteristics of Tunnel Convergence Behaviour based on Variation of Rock Mass Rating (암반 등급 변화에 따른 터널 내공 변위 거동 특설)

  • Kim, Kwang-Yeom
    • The Journal of Engineering Geology
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    • v.18 no.4
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    • pp.545-553
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    • 2008
  • Face mapping and displacement monitoring during tunnel construction are the most influential information for the stability assessment of ground and around structures. Especially, the result of face mapping and displacement analysis is essential to the excavation and support design in NATM which is based on the drilling and blasting. However, there have not been so many studies to put those useful information into practice for decision-making process during construction. The study reviewed the tunnel behaviour based on the RMR rating and displacement monitoring when the geological condition of rock mass varies inevitably. The study analysed the crown settlement using convergence equation in order to compensate the disparity induced by the location and time of measurement and found a distinct relation between the geological condition and the line of influence. As a result of analysing the various parameters related to the tunnel convergence according to the geological condition, the study suggested the basic knowledge about the relation between face mapping and displacement behaviour of tunnel.

A Case Study on the Field Monitoring of the Deep Rock Excavation Site in Urban Area (도심지 대심도 암반 굴착현장에서의 Face Mapping 적용사례)

  • Kim, Tae-Seob;Kim, Hyung-Min;Jo, Choong-Sick;Kang, Tae-Seong
    • Proceedings of the Korean Geotechical Society Conference
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    • 2009.09a
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    • pp.1307-1316
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    • 2009
  • In this case, powerfulness quorum of destruction side which we have expected are supposed general limit value for rock floor when retaining of earth on the section of rock floor in the urban area. For digging in the urban area, there are a lot of dislocations to be disadvantage for safety of digging ants. The displacement of the pondside didn't converged with the phase of the excavation. Also, the speed of displacement got higher than the percentages of risk in the construction. So, we put into operation Face mapping for checking special quality of dislocations which appear on the digging ants. This results were used to decide a destruction in the case of the final excavation by analyzing with other results. It was possible to know the unstable distribution of a fault line in Face Mapping and to get powerful lens of a surface of discontinuity by tests indoors and outdoors. The results were also used to make a solution. Therefore, It's a successful example using the Partial TopDown for stable digging. And it is important that Face Mapping have to be practiced for solving the uncertainty of ground organization when digging design in the urban city.

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Displacement Measurement Algorithm Based on Signal Mapping in LVDT Structure (LVDT 구조를 이용한 신호 매핑 기반의 변위측정 알고리즘)

  • Son, Jin-Ho;Cho, Sang-Bock
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.48 no.12
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    • pp.97-102
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    • 2011
  • We propose a novel displacement measurement method in the LVDT (Linear Variable Differential Transformer) structure. This proposed algorithm is independent of coil pattern, which may be implemented to PCB, or transformer component, because it is based on the signal-mapping method. we have manufactured several boards which have different coil patterns and our algorithm is ported into TMS320F2812 of TI DSP chipset. The output signal has high accuracy and high stability although PCB coil pattern are coarse.

Surface Detailed Painterly Rendering Using Heightfield Map (하이트필드 맵을 이용한 회화적 질감 표현)

  • Ryoo, Seung-Taek
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.4
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    • pp.1-5
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    • 2006
  • This paper introduces the surface detailed painterly rendering using heightfield map. To do this, we implement painterly rendering using normal mapping and displacement mapping method by heightfield map. The suggested method can apply to the 3D visualization program and game engine for representing the surface detailed realtime rendering using GPU Programming.

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