• Title/Summary/Keyword: Height-Map

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Physics-based height map optimization conveying real-measured flow speed for virtual soap bubble rendering

  • Han, Sol;Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.284-290
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    • 2020
  • In this paper, we propose a method to generate and optimize the height map that is suitable to render a soap bubble. The height map represents the flow speed of soap bubbles. To this end, we have analyzed the flow of the soap bubble surface through experiment, derived the moving speed value for each section. Some image filters have been used for optimization that reflects the parameters of the derived height map. In addition, in order to verify the results of the study, actual data measuring the surface flow speed of soap bubbles, the speed of the initial height map, and the optimized height map speed have been compared and tested. Through this study, we reach the issue that it is possible to express the variable flow speed of soap bubbles with the optimized height map, and it will help to express various fluids.

Real-time Soft Shadowing of Dynamic Height Map Using a Shadow Height Map (그림자 높이 맵을 이용한 실시간 그림자)

  • Lee, Sung-Ho;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.1
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    • pp.11-16
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    • 2008
  • This paper introduces a novel real-time soft shadowing method applicable for height maps. As well as supporting self-shadowing of the height map, our method allows shadows to be caught on other objects. The method is very suitable for dynamically changing height maps because it requires no precomputation. A shadow height map (SHM) is a new structure which represents the height of the shadow at each discretized coordinate of a height map. Constructing the SHM is O(n), where n is the number of texels in the SHM. Shadow can be computed from this map quickly and simply, using a pixel shader. Examples demonstrate good real-time performance and plausible visual quality.

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Displacement mapping using an image pyramid based multi-layer height map (이미지 피라미드 기반 다층 높이 맵을 사용한 변위 매핑 기법)

  • Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.11-17
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    • 2008
  • Many methods which represent complex surfaces using height map without a number of vertex have been researched. However, a single layer height map cannot present more complex objects because it has only one height value on each position. In this paper, we introduce the new approach to render more complex objects, which are not generated by single layer height map, using multi layer height map. We store height values of the scene to each texture channel by the ascending order. A pair of ordered height values composes a geometry block and we use this property. For accurate ray search, we store the highest value in odd channels and the lowest value in even channels to generate quad tree height map. Our ray search algorithm shows accurate intersections between viewing ray and height values using quad tree height map. We solve aliasing problems on grazing angles occurred in previous methods and render the result scene on real-time.

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Efficient Simplification of a Height Map (지형 데이터의 효율적 단순화)

  • Park, Sang-Chul;Kim, Jung-Hoon;Chung, Yong-Ho
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.2
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    • pp.132-139
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    • 2012
  • Presented in the paper is a procedure to extract simplified triangular mesh from a height map (terrain data). The proposed algorithm works directly on a height map that extracts a simplified triangular mesh. For the simplification, the paper employs an iterative method of edge contractions. To determine an edge to be contracted, the contraction cost of an edge is evaluated through the QEM method. Normally, an edge contraction will remove two triangles sharing the edge. Although the edge contraction can be implemented easily on a triangular mesh, it is not viable to implement the operation on a height map due to the irregular topology. To handle the irregular topology during the simplification procedure, a new algorithm is introduced.

Efficient View-dependent Refinement of a Height Map (높이 맵의 효율적인 뷰 의존적 표현)

  • Chung, Yong Ho;Hwam, Won K.;Park, Sang Chul
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.1
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    • pp.61-67
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    • 2014
  • This paper proposes a procedure enabling the extraction of view-dependent triangular approximations from a height map. In general, procedures to approximate a height map use tree hierarchies. These methods, however, have a limitation in terms of accuracy, because they depend on tree hierarchy than terrain features. To overcome the difficult, we apply the simplification method for triangular meshes to a height map. The proposed procedure maintains full decimation procedure to support multiresolution. The maintenance of decimation procedure results in creation of the groups (trees), each of which consists of vertices that can be merged into one vertex (root node). As the groups have tolerance which is determined by some tests, they support the generation of view-dependent arbitrary triangular meshes.

Generation of 3D Terrain Mesh Using Noise Function and Height Map (노이즈 함수 및 높이맵을 이용한 3차원 지형 메쉬의 생성)

  • Sangkun, Park
    • Journal of Institute of Convergence Technology
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    • v.12 no.1
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    • pp.1-5
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    • 2022
  • This paper describes an algorithm for generating a terrain using a noise function and a height map as one of the procedural terrain generation methods. The polygon mesh data structure to represent the generated terrain concisely and render it is also described. The Perlin noise function is used as the noise technique for terrain mesh, and the height data of the terrain is generated by combining the four noise waves. In addition, the terrain height information can be also obtained from actual image data taken from the satellite. The algorithm presented in this paper generates the geometry part of the polygon topography from the height data obtained, and generated a material for texture mapping with two textures, that is, a diffuse texture and a normal texture. The validity of the terrain method proposed in this paper is verified through application examples, and its possibility can be confirmed through performance verification.

Force Shading using Height Map for Virtual Tak-bon Simulation (가상 탁본 시뮬레이션의 Height Map을 이용한 힘 쉐이딩)

  • Park, Ye-Seul;Park, Jin-Ah
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.590-594
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    • 2008
  • 근래에 인간과 컴퓨터의 상호작용을 통하여 사용자에게 직관적인 정보를 제공하는 기술들이 발전하고 있으며, 그래픽 기술의 비실사 렌더링을 이용한 미술 기법을 사실감 있게 가상 체험하기 위한 어플리케이션이 제안되고 있다. 본 논문은 미술 기법 중 방망이를 이용한 탁본 기법을 가상의 환경에서 모사하기 위해 탁본의 방망이를 통한 힘 쉐이딩을 새롭게 고안하여 제안한다. 햅틱 커서의 포인트와는 달리 탁본 방망이의 면적이 접촉하는 부분에서 생기는 문제점을 해결하기 위하여 Height map으로 사용된 Canny Edge Detection 이미지를 통해 Height map을 부분적으로 재 정의하고 힘의 계산에 적용하여 충돌된 방망이의 힘 쉐이딩을 가능하게 하는 것이 원리이다. 그래픽 렌더링 효과와 함께 실시간으로 사용자에게 햅틱 장치를 이용하여 촉감 정보를 전달함으로써 다양한 미술 교육적 효과를 체험할 수 있는 방안을 제공할 것으로 기대된다.

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Practical Construction of Tsunami Inundation Map Corresponding to Disaster Forecast/Warning Systems (지진해일 예경보에 따른 범람도의 실용적 작성)

  • Jeon, Young-Joon;Choi, Jun-Woo;Yoon, Sung-Bum
    • 한국방재학회:학술대회논문집
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    • 2008.02a
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    • pp.775-778
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    • 2008
  • In general, forecast tsunami heights announced for tsunami warning are computed by using a linear tsunami model with coarse grids which leads the underestimation of inundation area. Thus, an accurate tsunami inundation map corresponding to the forecast tsunami height is indispensible for an emergency evacuation plan. A practical way to construct a relatively accurate tsunami inundation map was proposed in this study for the quantitative forecast of inundation area. This procedure can be introduced as in the followings: The fault dislocations of potential tsunami sources generating a specific tsunami height near an interested area are found by using a linear tsunami model. Based on these fault dislocations, maximum inundation envelops of the interested area are computed and illustrated by using nonlinear inundation numerical model. In this study, the tsunami inundation map for Imwon area was constructed according to 11 potential tsunami sources, and the validity of this process was examined.

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HEIGHT INEQUALITY FOR RATIONAL MAPS AND BOUNDS FOR PREPERIODIC POINTS

  • Lee, Chong Gyu
    • Bulletin of the Korean Mathematical Society
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    • v.55 no.5
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    • pp.1317-1332
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    • 2018
  • In this paper, we introduce the D-ratio of a rational map $f:{\mathbb{P}}^n{\dashrightarrow}{\mathbb{P}}^n$, defined over ${\bar{\mathbb{Q}}}$, whose indeterminacy locus is contained in a hyperplane H on ${\mathbb{P}}^n$. The D-ratio r(f; ${\bar{V}}$) characterizes endomorphisms and provides a useful height inequality on ${\mathbb{P}}^n({\bar{\mathbb{Q}}}){\backslash}H$. We also provide a dynamical application: preperiodic points of dynamical systems of small D-ratio are of bounded height.

Extraction of Building Height Using Digital Map and Single Imagery (수치지도와 단영상을 이용한 건물의 고도값 추출)

  • Yun Kong-Hyun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.24 no.1
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    • pp.57-64
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    • 2006
  • Recently the extraction of building height information has been investigated using remotely sensed image and digital maps. In this study, based on the digital photogrammetry principle and mono imagery method the building height information can be extracted by using relationship between ground coordinates and image coordinates. To evaluate the result the comparison was done with building height from 1:5000 aerial photo. The experiment shows that extraction of building height could be performed using IKONOS single imagery and digital map and it is proved that the building height could be reconstructed within some extent.