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프로그래밍 가능한 GPU를 이용한 포토 모자이크

Photomosaic using a programmable GPU

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참고문헌

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초록

본 논문은 프로그래밍 가능한 GPU를 이용한 포토 모자이크 생성 방법을 제안한다. 그래픽스 파이프라인을 통해 포토 모자이크를 생성할 수 있도록 정점을 디자인하고, 타일로 사용할 영상 데이터베이스의 텍스처 표현을 제시한다. 정점 셰이더에서는 텍스처에 저장된 입력 영상과 타일 영상 들을 이용해 최적타일을 찾고, 프래그먼트 셰이더는 이것을 프레임버퍼에 그림으로써 포토 모자이크를 생성한다. 본 논문에서 제안한 방법은 최적 타일을 찾는 기존의 포토 모자이크 알고리즘에 비해 월등히 빠른 결과를 보여 준다.

Abstract

We proposed the method for photomosaic generation using a programmable GPU. We design vertices to generate a photomosaic through a graphics pipeline and suggest a texture representation of an image database whice is used for tile. Both the source image and the tiles are stored to texture, which are matched by a vertex shader and drawn by a fragment shader. This is much faster than several techniques which achieve the best match for each tile.

참고문헌 (13)

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  5. J. Park, "Multi-layered stack mosaic with rotatable objects,”", pp.12~23 (2006), Computer Graphics International
  6. N. Tran, "“Generating photomosaics: an empirical study,”", SAC ’99: Proceedings of the 1999 ACM symposium on Applied computing, pp.105~109 (1999), ACM
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  9. E. J. Stollnitz, "Wavelets for computer graphics: A primer, part 1", IEEE Comput. Graph. Appl, 15(3), pp.76~84 (1995)
  10. E. J. Stollnitz, "Wavelets for computer graphics: A primer, part 2", IEEE Comput. Graph. Appl, 15(4), pp.75~85 (1995)
  11. C. E. Jacobs, "Fast multiresolution image querying", SIGGRAPH ’95: Proceedings of the 22nd annual conference on Computer graphics and interactive techniques, pp.277~286 (1995), ACM
  12. R. J. Rost, "OpenGL(R) Shading Language (2nd Edition)" (2006), Addison-Wesley Professional
  13. D.Blythe, "The direct3d 10 system", ACM Trans. Graph, 25(3), pp.724~734 (2006)

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