• Title, Summary, Keyword: Rendering

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Design and Implementation of a Distributed Rendering Management System for Special Purpose Renderer (특정 목적 렌더러에 특화된 분산 렌더링 관리 시스템의 설계 및 구현)

  • Lee, In;Kang, Kyung-Kyu;Jung, Yu-Gu;Lee, Jae-Woon;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.60-68
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    • 2012
  • This paper describes design and implementation of a distributed rendering management system using existing rendering module. Currently, most of 3D commercial software provide modeling, rendering and distributed environment in the whole package. So, the server and client should use the given renderer as is, without the required features. In this paper, we propose a distributed rendering management system that consist of rendering module and distributed rendering client-server. The rendering module can be executed independently and managed by the distributed rendering client. The server requests rendering for each connected client. After the execution, the server gathers rendering result from each client. After gathering, the server provides the rendering result to the user.

Volume Rendering Using Multi-Textures (Multi-Textures를 이용한 Volume Rendering)

  • 박재영;이병일;최흥국
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • pp.169-172
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    • 2000
  • Direct volume rendering has yet been restricted to high-end graphic workstations and special-purpose hardware, due to the large amount of trilinear interpolation, that are necessary to obtain high image quality. In this paper, we implemented the volume rendering techniques using the 2D-texture at the environment of standard PC hardware. In addition, we show how multi-texturing capabilities of modern PC graphics board are enable to volume rendering. Besides using extended OpenGL function, we improved pixel operations and rendering capacity.

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Expression of Cartoon Rendering Method in Image Contents (영상 콘텐츠에서 카툰 렌더링기법의 활용)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.142-151
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    • 2007
  • The rapid development of 3D computer graphics makes traditional cell-animations expressed by several digital techniques and makes traditional cell-animations expand their own area through several continuous tries. There are two types in rendering method. The one is Photorealistic rendering to realize accurate images like photos and the other is Non-photorealistic rendering to realize human's flair and artistry. This paper examines applications of cartoon rendering techniques among several Non-photorealistic rendering techniques. This paper analyzes production cases and examines features of cartoon rendering techniques in the latest movies, games and advertisements of image contents. And this paper will be able to help making more sensual, familiar and in-depth products, as understanding applications, merits and demerits of the latest cartoon rendering techniques through these investigations.

An Adaptive System for Effective Fur rendering (효과적인 Fur 렌더링을 위한 적응적 시스템 -혼합 렌더링을 이용한 빠른 Fur 렌더링 방법-)

  • Kim, Hye-Sun;Ban, Yun-Ji;Lee, Chung-Hwan;Nam, Seung-Woo;Choi, Jin-Sung;Oh, Jun-Kyu
    • 한국HCI학회:학술대회논문집
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    • pp.719-724
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    • 2009
  • Fur rendering is difficult in that there are huge numbers of objects and it takes so much time. The previous method considers fur as cylinder, transforms it into 2D ribbon, triangulates and commits rendering. But this method has problem like under sampling and takes rendering time so long. To resolve these shortcuts we proposed new algorithm. We divide fur into thick and thin fur and we applied adaptive rendering methods for each type of fur. Also we can perform an effective rendering according to the proposed rendering framework.

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High-quality Shear-warp Volume Rendering Using Efficient Supersampling and Pre-integration Technique (효율적인 수퍼샘플링과 선-적분을 이용한 고화질 쉬어-왑 분해 볼륨 렌더링)

  • Kye, Hee-Won;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.971-981
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    • 2006
  • As shear-warp volume rendering is the fastest rendering method among the software based approaches, image quality is not good as that of other high-quality rendering methods. In this paper, we propose two methods to improve the image quality of shear-warp volume rendering without sacrificing computational efficiency. First, supersampling is performed in intermediate image space. We propose an efficient method to transform between volume and image coordinates at the arbitrary ratio. Second, we utilize pre-integrated rendering technique for shear-warp rendering. We propose new data structure called overlapped min-max map. Using this structure, empty space leaping can be performed so that we can maintain the rendering speed even though pre-integrated rendering is applied. Consequently, shear-warp rendering can generate high-qualify images comparable to those generated by the ray-casting without degrading speed.

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Visualization of three-dimensional medical information based on Shear-Warp Volume Rendering (Shear-Warp Volume Rendering에 의한 3차원 의료영상 정보 표현)

  • Chae Eunmi;Huh Junsung;Sah Jongyoub
    • 한국전산유체공학회:학술대회논문집
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    • pp.158-162
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    • 1999
  • This thesis presents applications of three dimensional visualization technique based on shear-warp volume rendering to medical information. Volume rendering is compared to surface rendering and acceleration technique is also presented. The presented rendering techniques by using three-dimensional arrays of data are a widely used representation for computational fluid dynamics and geological structures as well as medical information.

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A Block-Based Volume Rendering Algorithm Using Shear-Warp factorization (쉬어-왑 분해를 이용한 블록 기반의 볼륨 렌더링 기법)

  • 권성민;김진국;박현욱;나종범
    • Journal of Biomedical Engineering Research
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    • v.21 no.4
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    • pp.433-439
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    • 2000
  • Volume rendering is a powerful tool for visualizing sampled scalar values from 3D data without modeling geometric primitives to the data. The volume rendering can describe the surface-detail of a complex object. Owing to this characteristic. volume rendering has been used to visualize medical data. The size of volume data is usually too big to handle in real time. Recently, various volume rendering algorithms have been proposed in order to reduce the rendering time. However, most of the proposed algorithms are not proper for fast rendering of large non-coded volume data. In this paper, we propose a block-based fast volume rendering algorithm using a shear-warp factorization for non-coded volume data. The algorithm performs volume rendering by using the organ segmentation data as well as block-based 3D volume data, and increases the rendering speed for large non-coded volume data. The proposed algorithm is evaluated by rendering 3D X-ray CT body images and MR head images.

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Post-Rendering 3D Warping using Projective Texture (투영 텍스춰를 이용한 렌더링 후 3차원 와핑)

  • Park, Hui-Won;Ihm, In-Seong
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.8
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    • pp.431-439
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    • 2002
  • Due to the recent development of graphics hardware, real-time rendering of complex scenes is still a challenging task. As results of researches on image based rendering, the rendering schemes based on post-rendering 3D warping have been proposed. In general, these methods produce good rendering results. However, they are not appropriate for real-time rendering since it is not easy to accelerate the time-consuming algorithms within graphics subsystem. As an attempt to resolve this problem of the post-rendering 3D warping technique, we present a new real-time scheme based on projective texture. In our method, two reference images obtained by rendering complicated objects at two consecutive points of time are used. Rendering images of high quality for intermediate points of time are obtained by projecting the reference images onto a simplified object, and then blending the resulting images. Our technique will be effectively used in developing real-time graphics applications such as 3D games and virtual reality software and so on.

A Study on the NPR(Non-Photorealistic Rendering) Used in 3D Animation (3D 애니메이션에서 사용되는 NPR에 대한 연구)

  • Lee, Young-Hun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.94-101
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    • 2007
  • From the flood of various informations and images, the producer and the consumer pursue a new method of images constantly. Especially the computer graphic field has affected the images greatly, and has changed the paradigm of images. The 3D animation which is a part of the computer graphics has two general trends(namely the photorealistic rendering and the non-photorealistic rendering) as to the final image. This study overviews the photorealistic rendering and the non-photorealistic rendering by analyzing the technical side and the artistic side. Also this study presents the applicable scope and the advanced directions of the NPR.

Subsurface Scattering for Realistic Point-based Rendering (사실적인 포인트 기반 렌더링을 위한 서브서피스 스캐터링 방법)

  • Kim, Hyeon-Joong;Choi, Soo-Mi
    • Journal of The Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.11-21
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    • 2012
  • Point-based rendering has gained much attention as an alternative to polygon-based rendering because of its simplicity and flexibility. However, current point-based rendering techniques do not provide a sufficient rendering quality for translucent materials such as human skin. In this paper, we propose a point-based rendering framework with subsurface scattering of light, which is important to create the soft and semi-translucent appearance of human skin. To accurately simulate subsurface scattering in multi-layer materials, we present splat-based diffusion to apply a linear combination of several Gaussian basis functions to each splat in object space. Compared to existing point-based approaches, our method offers a significantly improved visual quality in rendering human faces.