• Title/Summary/Keyword: shadow map

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Shadow Modeling using Z-map Algorithm for Process Simulation of OLED Evaporation

  • Lee, Eung-Ki
    • 한국정보디스플레이학회:학술대회논문집
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    • 2004.08a
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    • pp.487-490
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    • 2004
  • In order to simulate OLED evaporation process, modeling of directional distribution of the vaporized organic materials, film thickness distribution profile and pattern-mask shadow effect are required In accordance with many literatures; all of them except shadow effect modeling are studied and developed. In this paper, modeling algorithm of evaporation shadow is presented for process simulation of full-color OLED evaporating system. In OLED evaporating process the offset position of the point cell-source against the substrate rotation axis and the usage of the patterned mask are the principal causes for evaporation shadow. For geometric simulation of shadow using z-map, the film thickness profile, which is condensed on a glass substrate, is converted to the z-map data. In practical evaporation process, the glass substrate is rotated. This physical fact is solved and modeled mathematically for z-map simulation. After simulating the evaporation process, the z-map data can present the shadow-effected film thickness profile. Z-map is an efficient method in that the cross-sectional presentations of the film thickness profile and thickness distribution evaluation are easily and rapidly achieved.

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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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Motion-Blurred Shadows Utilizing a Depth-Time Ranges Shadow Map

  • Hong, MinhPhuoc;Oh, Kyoungsu
    • Journal of Information Processing Systems
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    • v.14 no.4
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    • pp.877-891
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    • 2018
  • In this paper, we propose a novel algorithm for rendering motion-blurred shadows utilizing a depth-time ranges shadow map. First, we render a scene from a light source to generate a shadow map. For each pixel in the shadow map, we store a list of depth-time ranges. Each range has two points defining a period where a particular geometry was visible to the light source and two distances from the light. Next, we render the scene from the camera to perform shadow tests. With the depths and times of each range, we can easily sample the shadow map at a particular receiver and time. Our algorithm runs entirely on GPUs and solves various problems encountered by previous approaches.

Soft Shadow with integral Filtering (적분기반 필터링을 이용한 소프트 섀도우)

  • Zhang, Bo;Oh, KyoungSu
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.65-74
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    • 2020
  • In the shadow map method, if the shadow map is magnified, the shadow has a jagged silhouette. Herein, we propose a soft shadow method that filters reshaped silhouettes analytically. First, the shadow silhouette is reshaped through sub-texel edge detection, which is based on linear or quadratic curve models. Second, an integral shadow filtering algorithm is used to accurately obtain the average shadow intensity from a definite integral estimation. The implementation demonstrates that our solution can effectively eliminate jagged aliasing and efficiently generate soft shadows.

Real-time Soft-shadow using Shadow Atlas (그림자 아틀라스를 이용한 부드러운 그림자 생성 방법)

  • Park, Sun-Yong;Yang, Jin-Suk;Oh, Kyoung-Su
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.11-16
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    • 2011
  • In computer graphics, shadows play a very important role as a hint of inter-object distance as well as themselves in terms of realism. To represent shadows, some traditional methods such as shadow mapping and shadow volume have been frequently used for the purpose. However, the rendering results are not natural since they assume the point light. On the contrary, an area light can render soft-shadows, but its computation is too burdensome due to integral over the whole light source surface. Many alternatives have been introduced, back-projection of occluder onto the light source to get visibility of light or filtering of shadow boundary by calculating size of penumbra. But they also have problems of light bleeding or ringing effects because of low order approximation, or low performance. In this paper, we describe a method to improve those problems using shadow atlas.

Real-Time Shadow Generation Using Image-Based Rendering Technique (영상기반 렌더링 기법을 이용한 실시간 그림자 생성)

  • Lee, Jung-Yeon;Im, In-Seong
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.27-35
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    • 2001
  • Shadows are important elements in producing a realistic image. In rendering. generation of the exact shape and position of shadow is crucial in providing the user with visual cues on the scene. While the shadow map technique quickly generates a shadow for the scene wherein objects and light sources are fixed. it gets slow down as they start to move. In this paper. we apply an image-based rendering technique to generate shadows in real-time using graphics hardware. Due to the heavy requirement of storage for a shadow map repository. we use a wavelet-based compression scheme for effective compression. Our method will be efficiently used in generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

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Visualization Of Aerial Color Imagery Through Shadow Effect Correction

  • Sohn, Hong-Gyoo;Yun, Kong-Hyun;Yang, In-Tae;Lee, Kangwon
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2004.02a
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    • pp.64-72
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    • 2004
  • Correction of shadow effects is critical step for image interpretation and feature extraction from aerial imagery. In this paper, an efficient algorithm to correct shadow effects from aerial color imagery is presented. The following steps have been performed to remove the shadow effect. First, the shadow regions are precisely located using the solar position and the height of ground objects derived from LIDAR (Light Detection and Ranging) data. Subsequently, segmentation of context regions is implemented for accurate correction with existing digital map. Next step, to calculate correction factor the comparison between the context region and the same non-shadowed context region is made. Finally, corrected image is generated by correcting the shadow effect. The result presented here helps to accurately extract and interpret geo-spatial information from aerial color imagery

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2.5D human pose estimation for shadow puppet animation

  • Liu, Shiguang;Hua, Guoguang;Li, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.4
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    • pp.2042-2059
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    • 2019
  • Digital shadow puppet has traditionally relied on expensive motion capture equipments and complex design. In this paper, a low-cost driven technique is presented, that captures human pose estimation data with simple camera from real scenarios, and use them to drive virtual Chinese shadow play in a 2.5D scene. We propose a special method for extracting human pose data for driving virtual Chinese shadow play, which is called 2.5D human pose estimation. Firstly, we use the 3D human pose estimation method to obtain the initial data. In the process of the following transformation, we treat the depth feature as an implicit feature, and map body joints to the range of constraints. We call the obtain pose data as 2.5D pose data. However, the 2.5D pose data can not better control the shadow puppet directly, due to the difference in motion pattern and composition structure between real pose and shadow puppet. To this end, the 2.5D pose data transformation is carried out in the implicit pose mapping space based on self-network and the final 2.5D pose expression data is produced for animating shadow puppets. Experimental results have demonstrated the effectiveness of our new method.

Definition and Analysis of Shadow Features for Shadow Detection in Single Natural Image (단일 자연 영상에서 그림자 검출을 위한 그림자 특징 요소들의 정의와 분석)

  • Park, Ki Hong;Lee, Yang Sun
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.165-171
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    • 2018
  • Shadow is a physical phenomenon observed in natural scenes and has a negative effect on various image processing systems such as intelligent video surveillance, traffic surveillance and aerial imagery analysis. Therefore, shadow detection should be considered as a preprocessing process in all areas of computer vision. In this paper, we define and analyze various feature elements for shadow detection in a single natural image that does not require a reference image. The shadow elements describe the intensity, chromaticity, illuminant-invariant, color invariance, and entropy image, which indicate the uncertainty of the information. The results show that the chromaticity and illuminant-invariant images are effective for shadow detection. In the future, we will define a fusion map of various shadow feature elements, and continue to study shadow detection that can adapt to various lighting levels, and shadow removal using chromaticity and illuminance invariant images.

CNN-based Shadow Detection Method using Height map in 3D Virtual City Model (3차원 가상도시 모델에서 높이맵을 이용한 CNN 기반의 그림자 탐지방법)

  • Yoon, Hee Jin;Kim, Ju Wan;Jang, In Sung;Lee, Byung-Dai;Kim, Nam-Gi
    • Journal of Internet Computing and Services
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    • v.20 no.6
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    • pp.55-63
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    • 2019
  • Recently, the use of real-world image data has been increasing to express realistic virtual environments in various application fields such as education, manufacturing, and construction. In particular, with increasing interest in digital twins like smart cities, realistic 3D urban models are being built using real-world images, such as aerial images. However, the captured aerial image includes shadows from the sun, and the 3D city model including the shadows has a problem of distorting and expressing information to the user. Many studies have been conducted to remove the shadow, but it is recognized as a challenging problem that is still difficult to solve. In this paper, we construct a virtual environment dataset including the height map of buildings using 3D spatial information provided by VWorld, and We propose a new shadow detection method using height map and deep learning. According to the experimental results, We can observed that the shadow detection error rate is reduced when using the height map.