• Title/Summary/Keyword: shadow map

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Shadow Extraction of Urban Area using Building Edge Buffer in Quickbird Image (건물 에지 버퍼를 이용한 Quickbird 영상의 도심지 그림자 추출)

  • Yeom, Jun-Ho;Chang, An-Jin;Kim, Yong-Il
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.30 no.2
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    • pp.163-171
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    • 2012
  • High resolution satellite images have been used for building and road system analysis, landscape analysis, and ecological assessment for several years. However, in high resolution satellite images, shadows are necessarily cast by manmade objects such as buildings and over-pass bridges. This paper develops the shadow extraction procedures in urban area including various land-use classes, and the extracted shadow areas are evaluated by a manually digitized shadow map. For the shadow extraction, the Canny edge operator and the dilation filter are applied to make building edge buffer area. Also, the object-based segmentation was performed using Gram-Schmitt fusion image, and spectral and spatial parameters are calculated from the segmentation results. Finally, we proposed appropriate parameters and extraction rules for the shadow extraction. The accuracy of the shadow extraction results from the various assessment indices is 80% to 90%.

A Study on Shadow Handling in Top-Down View 2D Games (탑-다운 뷰 2D 게임의 그림자 처리에 대한 연구)

  • SangWon Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.83-84
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    • 2023
  • 2D 게임의 이미지들은 2D 스프라이트(Sprite) 조각들을 같은 평면에 겹쳐 그리는 방식으로 표현한다. 탑다운 뷰(Top-Down View) 2D 게임 시점은 평면의 그림에 입체적인 묘사를 함으로써 캐릭터나 오브젝트가 수직으로 일어서 있는듯한 3D 느낌을 전달한다. 그러나 실제로는 2D 평면이므로 3D 그림자 맵(Shadow Map) 방식을 사용할 수 없는 단점이 있다. 본 논문에서는 2D 스프라이트 오브젝트의 그림자를 3D 그림자맵으로 생성하는 방법과 동반되는 이슈들을 제시한다.

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Hierarchical Subdivision of Light Distribution Model for Realistic Shadow Generation in Augmented Reality (증강현실에서 사실적인 그림자 생성을 위한 조명 분포 모델의 계층적 분할)

  • Kim, Iksu;Eem, Changkyoung;Hong, Hyunki
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.24-35
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    • 2016
  • By estimating environment light distribution, we can generate realistic shadow images in AR(augmented reality). When we estimate light distribution without sensing equipment, environment light model, geometry of virtual object, and surface reflection property are needed. Previous study using 3D marker builds surrounding light environment with a geodesic dome model and analyzes shadow images. Because this method employs candidate shadow maps in initial scene setup, however, it is difficult to estimate precise light information. This paper presents a novel light estimation method based on hierarchical light distribution model subdivision. By using an overlapping area ratio of the segmented shadow and candidate shadow map, we can make hierarchical subdivision of light geodesic dome.

Impervious Surface Mapping of Cheongju by Using RapidEye Satellite Imagery (RapidEye 위성영상을 이용한 청주시의 불투수면지도 생성기법)

  • Park, Hong Lyun;Choi, Jae Wan;Choi, Seok Keun
    • Journal of Korean Society for Geospatial Information Science
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    • v.22 no.1
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    • pp.71-79
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    • 2014
  • Most researches have created the impervious surface map by using low-spatial-resolution satellite imagery and are inefficient to generate the object-based impervious map with a broad area. In this study, segment-based impervious surface mapping algorithm is proposed using the RapidEye satellite imagery in order to map impervious area. At first, additional bands are generated by using TOA reflectance conversion RapidEye data. And then, shadow and water class are extracted using training data of converted reflectance image. Object-based impervious surface can be generated by spectral mixture analysis based on land cover map of Ministry of Environment with medium scale, in the case of other classes except shadow and water classes. The experiment shows that result by our method represents high classification accuracy compared to reference data, quantitatively.

A Shadow Mapping Technique Separating Static and Dynamic Objects in Games using Multiple Render Targets (다중 렌더 타겟을 사용하여 정적 및 동적 오브젝트를 분리한 게임용 그림자 매핑 기법)

  • Lee, Dongryul;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.99-108
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    • 2015
  • To identify the location of the object and improve the realism in 3D game, shadow mapping is widely used to compute the depth values of vertices in view of the light position. Since the depth value of the shadow map is calculated by the world coordinate, the depth values of the static object don't need to be updated. In this paper, (1) in order to improve the rendering speed, using multiple render targets the depth values of static objects stored only once are separated from those of dynamic objects stored each time. And (2) in order to improve the shadow quality in the quarter view 3D game, the position of the light is located close to dynamic objects traveled along the camera each time. The effectiveness of the proposed method is verified by the experiments according to the different static and dynamics object configuration in 3D game.

Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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Instant and Intuitive Shadowing for CACAni System

  • Sugisaki, Eiji;Tian, Feng;Seah, Hock Soon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.429-434
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    • 2009
  • We introduce an instant and intuitive shadowing technique for CACAni System. In traditional 2D Anime, since all frames are drawn by hand it takes long time to create an entire animation sequence. CACAni System reduces such a production cost by automatic inbetweening and coloring. In this paper, we develop a shadowing technique that enables CACAni users to easily create shadow for character or object in the image. The only inputs required are sequences of character or object layers drawn in CACAni System with alpha value. Shadows are automatically rendered on a virtual plane based on these inputs. They can then be edited by CACAni users. Achieving this, CACAni System is able to handle instant shadowing and intuitive editing in a short time.

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Map Expression and Use Based on google API (구글 API 기반 맵 표현 및 활용 방안)

  • Choi, Duk-Su;Yun, Sang-Du;Moon, Hye-Young;Kim, Jin-Deog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.672-674
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    • 2010
  • There are various ways for expressing map on android system. The typical method is to use the API provided by Google, called geocoding although simple display of location of GPS is possible, but node expression of road or the detail information on map for various location service are not available. And it is difficult to express a location in shadow area. In this paper, to solve these problems, we propose a map expression method for location service in specific area based on geocoding and apply the method.

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Image Segmentation Based on Fusion of Range and Intensity Images (거리영상과 밝기영상의 fusion을 이용한 영상분할)

  • Chang, In-Su;Park, Rae-Hong
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.9
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    • pp.95-103
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    • 1998
  • This paper proposes an image segmentation algorithm based on fusion of range and intensity images. Based on Bayesian theory, a priori knowledge is encoded by the Markov random field (MRF). A maximum a posteriori (MAP) estimator is constructed using the features extracted from range and intensity images. Objects are approximated by local planar surfaces in range images, and the parametric space is constructed with the surface parameters estimated pixelwise. In intensity images the ${\alpha}$-trimmed variance constructs the intensity feature. An image is segmented by optimizing the MAP estimator that is constructed using a likelihood function based on edge information. Computer simulation results shw that the proposed fusion algorithm effectively segments the images independentl of shadow, noise, and light-blurring.

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Characterization of Wetness Index in Western Area of Yangsan Fault, Sangbuk-myeon, Kyeongnam-do (경상남도 상북면 양산단층 서부지역에 대한 습윤지수 특성 연구)

  • Kim, Sung-Wook;Han, Ji-Young;Lee, Son-Kap;Kim, Sang-Hyun;Kim, Choon-Sik;Kim, In-Soo
    • Proceedings of the Korean Geotechical Society Conference
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    • 2004.03b
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    • pp.904-909
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    • 2004
  • The study area adjoins with Yangsan fault in Sangbuk-myeon, Samsam-ri, Kyongsang-namdo and consist of the natural steep slope. After drawing data layer which have altitude by using digital topography data, it is converted to lattice DEM of $10m{\times}10m$ size. From this, gradient map of unit lattice, slant direction map and shadow relif map are made. Using flow apportioning algorithm, upper slope contributing area and wetness index by established lattice can be calculated. Area that have high wetness index shows lineament structure of northwest-southeast direction, and this agrees with shear fracture system. The result of electricity specific resistance survey in the study area shows that area of high wetness index has low electricity specific resistance anomaly. That is, wetness index conforms with distribution of fractured zone that accompanied chemical weathering of rock. Therefore, wetness index can be used as the method of detecting fractured zones and judging the stability of the area.

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