• 제목/요약/키워드: Skin rendering

검색결과 23건 처리시간 0.028초

위치별 산란특성을 반영한 측정기반 얼굴 렌더링 (Measurement-based Face Rendering reflecting Positional Scattering Properties)

  • 박선용;오경수
    • 한국게임학회 논문지
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    • 제9권5호
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    • pp.137-144
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    • 2009
  • 이 논문은 피하산란의 정도가 다를 것으로 예상되는 얼굴의 6개의 부위를 촬영하여 각각의 산란특성을 추출하고 렌더링에 반영하여 얼굴의 사실감 있는 표현이 가능한 방법을 제안한다. 각 부위별 산란이미지는 프로젝터로부터 피부에 입사된 단위광선이 내부 산란을 거쳐 밖으로 드러나는 모양을 여러 노출로 촬영하여 HDR 이미지로 합성하고, 비선형 최소제곱합의 해법 중 Sequential Quadratic Programming을 이용하여 광선의 입사지점을 지나는 단면이 이루는 곡선에 '가우스 함수의 선형결합'을 적합한다. 가우스 함수는 산란곡선을 잘 근사하면서 필터로서 적용이 쉬운 장점을 가진다. 우리는 최소제곱합의 해가 지역 해에 빠지는 않도록 유전알고리듬을 이용해 초기 값을 설정한다. 근사된 식의 각 가우스 항은 얼굴에 입사되는 복사조도를 렌더링한 텍스처에 가우스 필터로 적용되어 피하산란효과를 표현. 이 논문에서는 최대 12회의 가우스 필터링을 효율적으로 처리하기 위해 쿠다의 병렬처리능력를 활용하였다.

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Spectrum-Based Color Reproduction Algorithm for Makeup Simulation of 3D Facial Avatar

  • Jang, In-Su;Kim, Jae Woo;You, Ju-Yeon;Kim, Jin Seo
    • ETRI Journal
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    • 제35권6호
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    • pp.969-979
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    • 2013
  • Various simulation applications for hair, clothing, and makeup of a 3D avatar can provide more useful information to users before they select a hairstyle, clothes, or cosmetics. To enhance their reality, the shapes, textures, and colors of the avatars should be similar to those found in the real world. For a more realistic 3D avatar color reproduction, this paper proposes a spectrum-based color reproduction algorithm and color management process with respect to the implementation of the algorithm. First, a makeup color reproduction model is estimated by analyzing the measured spectral reflectance of the skin samples before and after applying the makeup. To implement the model for a makeup simulation system, the color management process controls all color information of the 3D facial avatar during the 3D scanning, modeling, and rendering stages. During 3D scanning with a multi-camera system, spectrum-based camera calibration and characterization are performed to estimate the spectrum data. During the virtual makeup process, the spectrum data of the 3D facial avatar is modified based on the makeup color reproduction model. Finally, during 3D rendering, the estimated spectrum is converted into RGB data through gamut mapping and display characterization.

반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘 (Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation)

  • 기현우;오경수
    • 한국게임학회 논문지
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    • 제7권1호
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    • pp.31-42
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    • 2007
  • 피부, 옷 등 실세계의 대부분의 물질들은 반투명한 재질로 되어있고, 부드러운 외양을 띄고 있다. 본 논문에서는 GPU 기반의 계층화 알고리즘을 통해, 양극 확산 (dipole diffusion) 기법에 기반한 표면 내에서의 빛의 산란에 의한 조명을 근사하여 반투명한 재질을 실시간에 렌더링하는 기법을 제안한다. 무수히 많은 수의 픽셀 빛 입자들은 GPU를 활용하여 쿼드트리로 계층화된다. 렌더링될 각 픽셀마다, 많은 빛 입자를 대신하여 좋은 화질로 근사할 수 있는 집합들을 선택하고, 이것을 사용하여 조명을 계산한다. 우리는 또한, 고해상도 이미지를 효율적으로 렌더링하기 위해 공간적 일관성과 early-z 컬링을 이용한 계층적 화면 보간 기법을 소개한다. 이를 위하여, 화면 정보를 GPU 상에서 계층화한다. 우리는 공간적 유사도가 높은 픽셀들을 하나의 픽셀로 렌더링함으로써 적응적으로 보간한다. 실험을 통해 빛 계층화를 통해 반투명한 물체를 실시간에 렌더링할 수 있음을 확인하였다. 화면 보간 기법은 동급 화질에서 렌더링 비용을 $2{\sim}4$배 정도 감소시켰다. 모든 과정은 GPU를 사용한 이미지 공간 상에서 빠르게 수행되며, 어떠한 긴 전처리과정도 필요하지 않는다.

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구강내 점막과 유리피판에 사용되는 피부의 rete ridge에 관한 2차원 및 3차원적 구조 연구 (2D AND 3D STRUCTURAL STUDY OF RETE RIDGE IN ORAL MUCOSA AND SKIN PADDLE OF VARIOUS FREE FLAPS)

  • 안강민;정헌종;김윤태;팽준영;신영민;성미애;박희정;명훈;황순정;최진영;정필훈;김명진;이종호
    • Journal of the Korean Association of Oral and Maxillofacial Surgeons
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    • 제31권2호
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    • pp.143-149
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    • 2005
  • Objects : With the advancement of tissue engineering techniques, the effort to develop bioartificial mucosa have been actively delivered. The problem we met with this technique is the lack of mechanical strength between kerationocyte layer and dermal layer, where in the normal skin and mucosa, they are tightly bound with rete ridge structure. The purpose of this study is to understand the 2D and 3D structure of rete ridge of mucosa and skin paddle for rendering more biomimetic structure to the artificial mucosa. Materials and Methods : Oral mucosa and skin from the patients who received the oral surgery and maxillofacial reconstruction were harvested. The epidermis was separated from the dermis after treating with dispase for 12-16 hours. H&E staining was performed for 2D(dimensional) structure study and confocal LASER and SEM study were performed for 3D structure. Mean height(Sc) and arithmetic mean deviation(Sa) of all surface height were calculated. Results : The average height of rete ridge of skin flap was between $67.14{\mu}m$ and $194.55{\mu}m$. That of oral mucosa was between $146.26{\mu}m$ and $167.51{\mu}m$. Pressure bearing area and attached gingiva of oral mucosa showed deeper rete ridges. Conclusion : To obtain the adequate strength of artificially cultured keratinocyte skin and mucosa flap, it is necessary to imitate the original skin and mucosa structure, especially rete ridge. Through this study, 2D and 3D rete ridge structure of normal mucosa and skin was obtained. These results can be used as basis for substrate morphology for keratinocytes culture.

Differential Subsampling with Cartesian Ordering Contrast-Enhanced Magnetic Resonance Angiography for the Preoperative Assessment of Anterolateral Thigh Flap

  • Yunfeng Shen;Xiucun Li;Chao Zhang;Hai Zhong;Weiqiang Dou
    • Korean Journal of Radiology
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    • 제23권8호
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    • pp.803-810
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    • 2022
  • Objective: To investigate the clinical application of differential subsampling with Cartesian ordering (DISCO) contrast-enhanced (CE) magnetic resonance angiography for anterolateral thigh (ALT) flap transplantation, using operative findings as a reference. Materials and Methods: Thirty patients (21 males and nine females; mean age ± standard deviation, 45.5 ± 15.6 years) who were scheduled to undergo reconstruction with ALT flaps between June 2020 and June 2021 were included in the prospective study. Before ALT flap transplantation, patients were scanned using CE-DISCO imaging. All acquired DISCO images of the 60 lower limbs (both sides from each patient) were analyzed using maximum intensity projection and volume rendering methods. Two experienced radiologists were employed to examine the patterns of the lateral circumflex femoral artery (LCFA), its branches, and perforators and their skin termini, which were compared with the operative findings. Results: Using CE-DISCO, the patterns of the LCFA and its branches were clearly identified in all patients. Four different origins of the LCFA were found among the 60 blood vessels: type I (44/60, 73.3%), type II (6/60, 10.0%), type III (8/60, 13.3%), and type IV (2/60, 3.3%). Owing to a lack of perforators entering the skin, two patients did not undergo ALT flap transplantation. For the remaining 28 patients, the ALT flaps in 26 patients were successfully operated without flap reselection during the operation, while the remaining two patients underwent other surgical procedures due to the thin diameter of the perforator or injury of the perforator during the operation. The success rate of flap transplantation was 92.8% (26/28). All transplanted flaps exhibited good blood supply and achieved primary healing without infection or delayed healing. Conclusion: CE-DISCO imaging can be an effective method for preoperative perforator imaging before ALT flap transplantation.

증강가소성: 물리적 오브젝트에 형태적 편집가능성 부여하기 (Augmented Plasticity: Giving Morphological Editability to Physical Objects)

  • 이우훈;강혜경
    • 디자인학연구
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    • 제19권1호
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    • pp.225-234
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    • 2006
  • 디자인과정 후반에서 제품 디자이너는 전경 형태(디테일 디자인)에 대한 다양한 아이디어를 스케치하고 배경형태(기본 조형)와의 수많은 조합을 테스트하게 된다. 이 때 디자이너들은 실제 제품과 거의 동일한 하이피델리티(high fidelity)의 디자인 모형을 제작해 세밀한 부분까지 점검하게 된다. 하지만 디자인 모형 제작에는 적지 않은 시간과 경비가 소요되기 때문에 배경형태와 전경 형태에 대한 다양한 조합을 모두 평가해 보는 것은 사실상 불가능하다고 할 수 있다. 또한 물리적으로 구현된 아이디어는 화면 속의 디지털 모형과는 달리 편집가능성이 부족하기 때문에 '디자인과 평가'라는 순환적 작업과정이 제한적으로 이루어질 수밖에 없다. 이런 문제를 해결하기 위해 본 연구는 증강현실기술을 응용하여 물리적 오브젝트에 디지털적으로 조형적 편집가능성을 증강시킬 수 있는 증가가소성의 개념을 제안하고 이를 디지털스킨으로 구체화하였다. 디지털스킨은 ARToolKit의 비주얼 마커를 이용해 오브젝트 표면의 위치와 방향을 트래 킹하고 차분렌더링기법을 활용하여 변형된 표면을 이음매 없이 덧붙일 수 있다. 본 연구는 구현된 디지털스킨을 제품 디테일과 부분수정 디자인 그리고 디자인 소재탐색 작업에 대한 적용해 보았다. 그 결과 디자인과정 후반에서 효과적으로 디자인 아이디어를 구현하고 테스트하는데 상당한 도움을 줄 수 있을 것으로 평가되었다.

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사무공간 적용 BIPV시스템의 자연채광 및 성능평가에 관한 연구 (A Study on Evaluation of Daylighting in Office Space Applied BIPV Systems in Accordance with Power Performance)

  • 서영석;오민석;김회서
    • 한국태양에너지학회:학술대회논문집
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    • 한국태양에너지학회 2009년도 추계학술발표대회 논문집
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    • pp.148-154
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    • 2009
  • By the skyscraper building, increase of skin area and expansion of curtain wall system will be the important factors of acceleration in extending supply of BIPV system. In the future interior environmental evaluation is not a necessary to the residents but an essential term which will bring enormous influence. In the interior environmental evaluation, natural light will let the residents with direct contact with outside circumstances and make them feel opened. also only the daylight has radiant energy and color rendering that will have a great influence to residents' mental, operation efficiency and advancing productivity. This research compares and analyzes BIPC system in office spaces with two general sunlight's module. In addition to natural light's efficiency for BIPC system's comfort and confirmed economical efficiency will be applied to basic research data. Hence forth, ensuring indoor intensity of illumination and controlling light system to reducing energy research data will be demanded to increase the amount of supplying BIPC system. Also continuance research in the possibility of applying BIPC system in various buildings, room temperature affected by location of windows and its condensation, and economical evaluation will be required.

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Unity3D기반 피부 투과광의 사실적 색표현을 위한 개선된 사전정의 BRDF (Advanced Pre-Integrated BRDF for Realistic Transmission Light Color in Skin Rendering based on Unity3D)

  • 김성훈;문윤영;최진우;양영규;한기태
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2014년도 춘계학술발표대회
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    • pp.840-843
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    • 2014
  • 사실적 피부 렌더링은 피부 표면에서 일어나는 확산반사(Diffusion) 및 경면반사(Specular) 뿐 만 아니라 피부층 내에서 산란되어 나오는 산란광과 얇은 피부층을 통과하는 투과광 등을 고려하여 렌더링 되어야 한다. 이를 물리적인 개념들을 사용하여 실시간으로 계산하여 표현하는 것은 많은 계산량과 시간을 필요로 하므로 확산 반사 및 경면 반사 등을 미리 계산하여 텍스쳐로 저장하고 재사용하는 사전정의 BRDF 방법으로 근사화하여 표현할 수 있다. 하지만 사전정의 BRDF를 통해 생성된 피부 투과광색상 텍스쳐 맵은 그 색상이 고정되어있어 조명의 색상이 바뀌어도 피부를 투과하는 빛의 색상이 변하지 않아 부자연스러움을 보인다. 본 논문에서는 이러한 문제를 해결하기 위해 물체와 조명간의 거리를 이용하여 빛의 감쇠비율을 구하고 조명의 색상 값과 감쇠비율을 이용하여 피부 투과광 색상 텍스쳐 맵의 RGB채널 수정을 통해 피부 렌더링에서의 자연스러운 투과광 표현이 가능함을 보였다.

An Image Quality Evaluation Model for Optical Strip Signal-to-Noise Ratio in the Target Area of High Temperature Forgings

  • Ma, Hongtao;Zhao, Yuyang;Feng, Yiran;Lee, Eung-Joo;Tao, Xueheng
    • Journal of Multimedia Information System
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    • 제8권2호
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    • pp.93-100
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    • 2021
  • Under the time-varying temperature, the high-temperature radiation of forgings and the change of reflection characteristics of oxide skin on the surface of forgings lead to the difficulty of obtaining images to truly reflect the geometric characteristics of forgings. It is urgent to study the clear and reliable acquisition method of hot forging feature image under time-varying temperature to meet the requirements of visual measurement of hot geometric parameters of forgings. Based on this, this chapter first puts forward the quality evaluation method of forging feature image, which provides guarantee for the accurate evaluation of feature image quality. Furthermore, the factors that affect the image quality, such as the radiation characteristics of forgings and the photographic characteristics of cameras, are analyzed, and the imaging spectrum which can effectively suppress the radiation intensity of forgings is determined. Finally, aiming at the problem that the quality of image acquisition is difficult to guarantee due to the drastic change of radiation intensity of forgings under time-varying temperature, an image acquisition method based on minimum signal-to-noise ratio (SNR) based laser light intensity adaptation is proposed, which significantly improves the definition of feature light strips in forging images at high temperature, and finally realizes the clear acquisition of feature images of large-scale hot forging under time-varying temperature.

Human Exposure and Health Effects of Inorganic and Elemental Mercury

  • Park, Jung-Duck;Zheng, Wei
    • Journal of Preventive Medicine and Public Health
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    • 제45권6호
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    • pp.344-352
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    • 2012
  • Mercury is a toxic and non-essential metal in the human body. Mercury is ubiquitously distributed in the environment, present in natural products, and exists extensively in items encountered in daily life. There are three forms of mercury, i.e., elemental (or metallic) mercury, inorganic mercury compounds, and organic mercury compounds. This review examines the toxicity of elemental mercury and inorganic mercury compounds. Inorganic mercury compounds are water soluble with a bioavailability of 7% to 15% after ingestion; they are also irritants and cause gastrointestinal symptoms. Upon entering the body, inorganic mercury compounds are accumulated mainly in the kidneys and produce kidney damage. In contrast, human exposure to elemental mercury is mainly by inhalation, followed by rapid absorption and distribution in all major organs. Elemental mercury from ingestion is poorly absorbed with a bioavailability of less than 0.01%. The primary target organs of elemental mercury are the brain and kidney. Elemental mercury is lipid soluble and can cross the blood-brain barrier, while inorganic mercury compounds are not lipid soluble, rendering them unable to cross the blood-brain barrier. Elemental mercury may also enter the brain from the nasal cavity through the olfactory pathway. The blood mercury is a useful biomarker after short-term and high-level exposure, whereas the urine mercury is the ideal biomarker for long-term exposure to both elemental and inorganic mercury, and also as a good indicator of body burden. This review discusses the common sources of mercury exposure, skin lightening products containing mercury and mercury release from dental amalgam filling, two issues that happen in daily life, bear significant public health importance, and yet undergo extensive debate on their safety.