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2차원 벡터 그래픽 데이터의 절차적 텍스처 변환 시스템

Procedural Texture Converting System of Two-Dimensional Vector Graphics Data

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참고문헌

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초록

In the area of game graphics pipeline, efficiency of texture mapping process is very important. In this paper we proposed novel system of converting vector graphics data into shading language using the SVG vector graphics standard. Our system remove the dependance of special purpose authoring tool and utilize commercial vector authoring applications by using the XML-based standard. This study also can be used in the area of converting vector graphics from ‘implicit imaging model’ to ‘explicit imaging model’. We implemented this system in the RenderMan rendering architecture and we showed the result of applying vector graphics texture into 3D geometric model.

Abstract

In the area of game graphics pipeline, efficiency of texture mapping process is very important. In this paper we proposed novel system of converting vector graphics data into shading language using the SVG vector graphics standard. Our system remove the dependance of special purpose authoring tool and utilize commercial vector authoring applications by using the XML-based standard. This study also can be used in the area of converting vector graphics from ‘implicit imaging model’ to ‘explicit imaging model’. We implemented this system in the RenderMan rendering architecture and we showed the result of applying vector graphics texture into 3D geometric model.

참고문헌 (19)

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  2. 양희경, "게임 영상에 대한 텍스처 기반 해칭 알고리즘", 한국컴퓨터게임학회논문지, 22(22), pp.81~91 (2010), (사)한국컴퓨터게임학회
  3. 양희경, "게임 렌더링을 위한 컬러 연필 텍스처 생성", 한국컴퓨터게임학회논문지, 20(20), pp.85~92 (2010), (사)한국컴퓨터게임학회
  4. 조청운, "실시간 렌더링을 위한 Ambient Occlusion 텍스처 생성", 한국컴퓨터게임학회논문지, 11(11), pp.135~140 (2007), (사)한국컴퓨터게임학회
  5. 하유종, "유체 텍스처를 이용한 크리처 구현", 한국컴퓨터게임학회논문지, 18(18), pp.133~138 (2009), (사)한국컴퓨터게임학회
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  11. "Scalable Vector Graphics (SVG)"[URL]
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  14. Pixar, "The RenderMan Interface, version 3.0", ~ (1988)
  15. John Haddon, "Implementing Vector-Based Texturing In RenderMan", SIGGRAPH 2001, Sketches & Applications, pp.208~ (2001)
  16. 강재구, "절차적 패턴의 자동 생성을 위한 인터랙티브 디자인 시스템", 정보과학회논문지 : 시스템 및 이론, 31(10), pp.603~609 (2004), 한국정보과학회
  17. Jae-Koo Kang, "Interactive Design System for Procedural Texture Generation", Proceedings of the Korean Information Science Society Conference, 30(2), pp.724~726 (2003)
  18. "Houdini Engine"[URL]
  19. Aleksas Riskus, "Approximation of A Cubic Bezier Curve by Circular Arc and Vice Versa", Information Technology and Control, 35(4), pp.371~378 (2006)

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