• Title/Summary/Keyword: virtual reflection image

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A Study on Representation of 3D Virtual Fabric Simulation with Drape Image Analysis II - Focus on the Comparison between Real Clothing and 3D Virtual Clothing -

  • Lee, Min-Jeong;Sohn, Hee-Soon;Kim, Jong-Jun
    • Journal of Fashion Business
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    • v.15 no.3
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    • pp.97-111
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    • 2011
  • This study aims to apply 3D virtual fabric parameters - as obtained from previous research experiments - to 3D virtual clothing simulation in comparing its similarity with actual clothing as worn, with a view to verifying the objectivity and validity of the 3D virtual fabric simulation method devised by the drape image analysis method. In addition, the result is intended to be used as the basic data for new 3D virtual clothing simulation methods. As the results, 3D virtual fabric parameters designed to simulate 3D drape to be similar to actual fabrics were found to be Bending Strength, Buckling Point, Density, Particle Distance, and Shear. They were also found to be important measurements when evaluating visual similarity between drape shadow images and number of nodes. 3D virtual fabric simulation method devised by the drape image analysis method was appropriate in extracting 3D fabric parameters with the reflection of actual fabrics' physical and dynamic characteristics, in connection with 3D virtual fabric simulation. 3D virtual fabric parameters with the reflection of actual fabrics' physical and dynamic characteristics using the proposed 3D virtual fabric simulation method are accumulated and provided as a standard, this will facilitate the introduction 3D virtual fabric simulation technology.

Prestack migration using seismic interferometry (탄성파 간섭파를 이용한 중합전 구조보정)

  • Kim, Young-Wan;Jang, Seong-Hyung;Yoon, Wang-Jung;Suh, Sang-Yong
    • 한국신재생에너지학회:학술대회논문집
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    • 2008.10a
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    • pp.203-207
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    • 2008
  • Prestack depth migration is used to image for complex geological structure such as faults, folds, and subsalt. In this case, it is widely used the surface reflection data as a input data. However, the surface reflection data have intrinsic problems to image the subsalt and the salt flank due to the complex wavefields and multiples which come from overburden. For overcoming the structural defect of the surface reflection data in the imaging, I used the virtual sources in terms of seismic interferometry to image the subsurface and suppress the multiples using the velocity model of the lower part of the virtual sources. The results of the prestack depth migration using virtual source gathers and velocity model below receivers are similar geological interfaces to the results from shot gathers of the conventional ocean bottom seismic survey. And especially artificial interfaces by multiples were suppressed without applying any other data processing to eliminate multiples. This study results by numerical modeling can make a valuable imaging tool when it is applied to satisfied field data for specific condition.

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Characteristics of Virtual Reflection Images in Seismic Interferometry Using Synthetic Seismic Data (합성탄성파자료를 이용한 지진파 간섭법의 가상반사파 영상 특성)

  • Kim, Ki Young;Park, Iseul;Byun, Joongmoo
    • Geophysics and Geophysical Exploration
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    • v.21 no.2
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    • pp.94-102
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    • 2018
  • To characterize virtual reflection images of deep subsurface by the method of seismic interferometry, we analyzed effects of offset range, ambient noise, missing data, and statics on interferograms. For the analyses, seismic energy was simulated to be generated by a 5 Hz point source at the surface. Vertical components of particle velocity were computed at 201 sensor locations at 100 m depths of 1 km intervals by the finite difference method. Each pair of synthetic seismic traces was cross-correlated to generate stacked reflection section by the conventional processing method. Wide-angle reflection problems in reflection interferometry can be minimized by setting a maximum offset range. Ambient noise, missing data, and statics turn to yield processing noise that spreads out from virtual sources due to stretch mutes during normal moveout corrections. The level of processing noise is most sensitive to amplitude and duration time of ambient noise in stacked sections but also affected by number of missing data and the amount of statics.

The selection of level-of-detail using the difference of image (영상에서의 차이를 이용한 상세도 레벨의 선택)

  • Son, Ho-Jun;Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.1-13
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    • 1997
  • Two factors are required for a virtual reality system; realism and immersion. Since realism is determined primarily by the realistic image, objects in a virtual environment should be represented with details by their own characteristics. Also, reflection on light must be considered. On the other hand, immersion is defined as realistic movements and fast interactions. Thus, virtual environment should be rendered as fast as possibl. Regular frame rate should also be kept to make moves as intended by the user. In a complex virtual environment composed of objects with various levels, the appropriate level for individual object should be assigned according to the view point, in other words, the selection of level-of-detail is needed. In this paper, the problem of determining the levels of detail is formalized in terms of error, cost and L -distance. Error is defined as the difference between the current level image and the highest level image, cost as rendering time, and L-distance as the level difference between the previous and the current level. To solve this problem, a new method called the well-distributed adaptive algorithmis proposed.

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Face Relighting Based on Virtual Irradiance Sphere and Reflection Coefficients (가상 복사조도 반구와 반사계수에 근거한 얼굴 재조명)

  • Han, Hee-Chul;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.13 no.3
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    • pp.339-349
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    • 2008
  • We present a novel method to estimate the light source direction and relight a face texture image of a single 3D model under arbitrary unknown illumination conditions. We create a virtual irradiance sphere to detect the light source direction from a given illuminated texture image using both normal vector mapping and weighted bilinear interpolation. We then induce a relighting equation with estimated ambient and diffuse coefficients. We provide the result of a series of experiments on light source estimation, relighting and face recognition to show the efficiency and accuracy of the proposed method in restoring the shading and shadows areas of a face texture image. Our approach for face relighting can be used for not only illuminant invariant face recognition applications but also reducing visual load and Improving visual performance in tasks using 3D displays.

Aesthetics of the Seeing-in the Phenomenological Reflection to the Seeing (시선의 미학: 시선에 관한 현상학적 반성)

  • Kim, Hee-Bong
    • Journal of Korean Philosophical Society
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    • no.89
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    • pp.37-67
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    • 2010
  • The 21 Century is definded as an age of culture or image characterized by the fact, that modern society are being overwhelmed with virtual reality, that is full of visual images. The cultural concentration on the visual image and the excessive tendency to attend it become not only today but also ever as the leading style of culture. Nevertheless, it is particularly noteworthy that the visual image has become so one of the basic conditions of modern society, that one holds it as the society of the spectacle. So can the problem of seeing that resulted from the oculocentric culture, that is the problem of the fundamental relationship between the world and the eyes of human beings, be examined in the phenomenological sense. For this study, I believe that 『Phenomenologie de la Perception』 of Merleau-Ponty provides a important approach. The theme of this study is to refer, first, how man has dealt with the seeing in the history of philosophy, such as Plato, Kant, and Merleau-Ponty, who although not the anti-oculocentricism, but also makes serious reflection about an excess of visual images. Second, it is to explain what characteristics and problems are located in these considerations, and thirdly, it must be brought into the light, what is the essence of the seeing with regard to the beauty, the truth and the morality.

Image Analysis Module for AR-based Navigation Information Display (증강현실 기반의 항행정보 가시화를 위한 영상해석 모듈)

  • Lee, Jung-Min;Lee, Kyung-Ho;Kim, Dae-Seok
    • Journal of Ocean Engineering and Technology
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    • v.27 no.3
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    • pp.22-28
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    • 2013
  • This paper suggests a navigation information display system that is based on augmented reality technology. A navigator always has to confirm the information from marine electronic navigation devices and then compare it with the view of targets outside the windows. This "head down" posture causes discomfort and sometimes near accidents such as collisions or missing objects, because he or she cannot keep an eye on the front view of the windows. Augmented reality can display both virtual and real information in a single display. Therefore, we attempted to adapt AR technology to assist navigators. To analyze the outside view of the bridge window, various computer image processing techniques are required because the sea surface has many noises that disturb computer image processing for object detection, such as waves, wakes, light reflection, and so on. In this study, we investigated an analysis module to extract navigational information from images that are captured by a CCTV camera, and we validated our prototype.

A Study on Design of Visual Sensor Using Scanning Beam for Shape Recognition of Weld Joint. (용접접합부의 형상계측을 위한 주사형 시각센서의 설계에 관한 연구)

  • 배강열
    • Journal of Welding and Joining
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    • v.21 no.2
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    • pp.102-110
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    • 2003
  • A visual sensor consisted of polygonal mirror, laser, and CCD camera was proposed to measure the distance to the weld joint for recognizing the joint shape. To scan the laser beam of the sensor onto an object, 8-facet polygonal mirror was used as the rotating mirror. By locating the laser and the camera at axi-symmetrical positions around the mirror, the synchronized-scan condition could be satisfied even when the mirror was set to rotate through one direction continuously, which could remove the inertia effect of the conventional oscillating-mirror methods. The mathematical modelling of the proposed sensor with the optical triangulation method made it possible to derive the relation between the position of an image on the camera and the one of a laser light on the object. Through the geometrical simulation of the proposed sensor with the principal of reflection and virtual image, the optical path of a laser light could be predicted. The position and direction of the CCD camera were determined based on the Scheimpflug's condition to fit the focus of any image reflected from an object within the field of view. The results of modelling and simulation revealed that the proposed visual sensor could be used to recognize the weld joint and its vicinity located within the range of the field of view and the resolution. (Received February 19, 2003)

Cinema around "Virtual Reality" techniques (영화와 가상현실 기술에 대한 소론)

  • Coppola, Antoine
    • Trans-
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    • v.10
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    • pp.1-13
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    • 2021
  • If virtual reality is well known through the medias, it seems that a few visual concepts are clearly related to VR. We try to think about it and introduce to a philosophy of VR techniques. So, from techniques and media techno-powers promotional campaigns, we aim to areal technology, it means an objective reflection on the VR techniques. To do so, we study the representations of VR in films. And we conclude that a negative image is the most common representation, related, often, to an Orwellian vision of the future world. In the second part, we study some VR films, and especially some made by famous film directors (Iñárritu, Bigelow). 'Head-turn' and 'Walk-around' films are commented to check their limits. Finally, we consider that for the moment, VR remains only a new space to screen films (into VR platforms connected to the Internet).

Localization and Classification of Target Surfaces using Two fairs of Ultrasonic Sensors (2쌍의 초음파센서를 이용한 측정면의 위치 측정 및 종류 분류 기법)

  • 한영준;한헌수
    • Journal of Institute of Control, Robotics and Systems
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    • v.4 no.6
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    • pp.747-752
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    • 1998
  • Ultrasonic sensors have been widely used to recognize the working environment for a mobile robot. However, their intrinsic problems, such as specular reflection, wide beam angle, and slow propagation velocity, require an excessive number of sensors to be integrated for achieving the sensing goal. This paper proposes a new measurement scheme which uses only two sets of ultrasonic sensors to determine the location and the type of a target surface. By measuring the time difference between the returned signals from the target surface, which are generated by two transmitters with 1 ㎳ difference, it classifies the type and determines the size of the target surface. Since the proposed sensor system uses only two sets of ultrasonic sensors to recognize and localize the target surface, it significantly simplifies the sensing system and reduces the signal processing time so that the working environment can be recognized in real time.

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