• Title/Summary/Keyword: 광선추적방법

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Design and Fabrication of Holographic Collimating Lens for Semiconductor Laser (반도체 레이저용 홀로그래픽 시준 렌즈 설계 제작)

  • 임용석;곽종훈;최옥식
    • Korean Journal of Optics and Photonics
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    • v.9 no.3
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    • pp.191-198
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    • 1998
  • A method is described to produce off-axis hologram lenses without astigmatism for semiconductor lasers. We fabricated a holographic collimating lens by using dichromated gelatin film with high diffraction efficiency and without astigmatism which makes a collimated off-axis beam of semiconductor laser. We have designed the holographic collimating lens by applying the classical ray-tracing method to holographic diffraction. The elimination of astigmatism is obtained by choosing appropriate angles of recording and reconstruction beams. The hologram is recorded by use of Ar^{+}$ laser (488nm wavelength) and reconstructed by semiconductor laser(670nm wavelength). The physical parameters of recording and reconstruction angles, wavelength, and astigmatism are analytically calculated and experimentally confirmed.

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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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Determination of the Decenter Position of a Test Lens in a Six-Sided Prism Lens Lensmeter (6면 프리즘 렌즈가 장착된 Lensmeter에서 시험 렌즈의 편심 위치 계산)

  • Lin, Maria;Park, Jong-Dae;Jo, Chang-Ho;Kim, Hyeon-Gyu
    • The Journal of Natural Sciences
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    • v.16 no.1
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    • pp.31-37
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    • 2005
  • We have developed an algorithm to determine the position from the image points in a lensmeter with 6-sided prism lens. The positions of the image points which are formed by six prisms depends on the decenter position of a test lens and can be calculated by skew ray tracing. The optical characteristics of the lens meter was analyzed using the Code V program and the positions of the image points was expressed as a function of the decenter position of the test lens. By minimizing the expectation error, we can determine the decenter position position of a test lens from the image positions.

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Realtime Fabric Rendering with Deformed Anisotropic Reflectance (이방성 반사의 변형을 통한 실시간 옷감 렌더링)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.81-90
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    • 2010
  • In this paper, an efficient method is proposed to produce photorealistic images of woven fabrics without empirical data such as the measured BRDFs(bidirectional reflectance distribution functions). The proposed method is applicable both to ray tracer based offline renderers and to realtime applications such as games. The proposed method models the reflectance properties of woven fabric with alternating anisotropy and deformed MDF(microfacet distribution function). The procedural modeling of the yarn structure effectively and efficiently reproduces plausible rendering of woven fabric. The experimental results show the proposed method can be successfully applied to photorealistic rendering of diverse woven fabric materials even in interactive applications.

Simulations of Finite Schematic Eyes for Presbyopia Using the Navarro Eye Model (Navarro 모형안을 이용한 노안 정밀모형안의 전산모사)

  • Kim, Shin-Hwa;Kim, Dal-Young
    • Journal of Korean Ophthalmic Optics Society
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    • v.20 no.3
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    • pp.301-309
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    • 2015
  • Purpose: This study was aimed to design new schematic eyes for presbyopia using the Navarro eye model and clinical data. Methods: We collected clinical data of eye-optical parameters of males in their age of 40, 50, and 60 from previous studies, and designed schematic eyes for presbyopia using the ZEMAX program. Results: The presbyopic process and features of the designed schematic eyes well accorded with the clinical data of previous studies. Conclusions: On the basis of the Navarro eye model, a finite schematic eyes for presbyopia were newly designed corresponding with clinical data.

3D Analysis of Scene and Light Environment Reconstruction for Image Synthesis (영상합성을 위한 3D 공간 해석 및 조명환경의 재구성)

  • Hwang, Yong-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.45-50
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    • 2006
  • In order to generate a photo-realistic synthesized image, we should reconstruct light environment by 3D analysis of scene. This paper presents a novel method for identifying the positions and characteristics of the lights-the global and local lights-in the real image, which are used to illuminate the synthetic objects. First, we generate High Dynamic Range(HDR) radiance map from omni-directional images taken by a digital camera with a fisheye lens. Then, the positions of the camera and light sources in the scene are identified automatically from the correspondences between images without a priori camera calibration. Types of the light sources are classified according to whether they illuminate the whole scene, and then we reconstruct 3D illumination environment. Experimental results showed that the proposed method with distributed ray tracing makes it possible to achieve photo-realistic image synthesis. It is expected that animators and lighting experts for the film and animation industry would benefit highly from it.

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Maximum Electric Field Strength Prediction of WCDMA Base Station Using Pilot Channel (Pilot 채널을 이용한 WCDMA 기지국의 최대 전기장 강도 예측)

  • Lee, Yeong-Su;Yoon, Hyun-Goo;Jang, Byung-Jun
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.22 no.10
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    • pp.1016-1019
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    • 2011
  • In this paper, we predict a maximum electric field strength of WCDMA base station using a pilot channel in a code domain. In order to verify the feasibility of our method, we compare our predicted value on a self-designed test base station with a general electric field strength measurement value at a full-traffic load condition and with a calculated value by a ray-tracing technique. Predicted results show above 90 % agreement with the general measurement and calculation values. We also show that our prediction method can be applied to electric field measurement on a real operating base station. Therefore, it is concluded that our prediction method be an effective method to measure a maximum electric field strength in a base station inspection test.

A Hybrid Generation Method of Visual Effects for Mobile Entertainment Applications (모바일 엔터테인먼트 애플리케이션을 위한 혼합적 시각 효과 생성 방법)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.367-380
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    • 2015
  • This paper proposes a hybrid rendering method which combines pre-computed global illumination results and interactive local illumination techniques and thus could interactively produce photo-realistic visual effects for mobile entertainment applications. The proposed method uses the programmable shading capability of OpenGL, a de facto standard for computer graphics library so that it can be deployed in a real-world development environment. Also, it increases the rendering time by a negligible amount compared to normal rendering time since the pre-computed results are used as operands of plain arithmetic operations. Therefore it is expected to be applicable in practice for mobiles games which require real-time responsiveness to users.

Wide FOV Panorama Image Acquisition Method (광각 파노라마 영상획득 방법)

  • Kim, Soon-Cheol;Yi, Soo-Yeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.3
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    • pp.2117-2122
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    • 2015
  • Wide FOV(Field-of-View) is required to contain much more visual information in a single image. The wide FOV imaging system has many industrial applications such as surveillance, security, tele-conference, and mobile robots. In order to obtain a wide FOV panorama image, an imaging system with hyperbolic cylinder mirror is proposed in this paper. Because the horizontal FOV is more important than the vertical FOV in general, a hyperbolic cylinder mirror is designed in this paper, that has a hyperbolic curve in the horizontal surface and is the same as a planar mirror in the vertical axis. Imaging model of the proposed imaging system is presented by ray tracing method and the hyperbolic cylinder mirror is implemented. The imaging performance of wide FOV is verified by experiments in this paper. This imaging system is cost-effective and is possible to acquire a wide panorama image having 210 degree horizontal FOV in real-time without an extra image processing.

SURE-based-Trous Wavelet Filter for Interactive Monte Carlo Rendering (몬테카를로 렌더링을 위한 슈어기반 실시간 에이트러스 웨이블릿 필터)

  • Kim, Soomin;Moon, Bochang;Yoon, Sung-Eui
    • Journal of KIISE
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    • v.43 no.8
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    • pp.835-840
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    • 2016
  • Monte Carlo ray tracing has been widely used for simulating a diverse set of photo-realistic effects. However, this technique typically produces noise when insufficient numbers of samples are used. As the number of samples allocated per pixel is increased, the rendered images converge. However, this approach of generating sufficient numbers of samples, requires prohibitive rendering time. To solve this problem, image filtering can be applied to rendered images, by filtering the noisy image rendered using low sample counts and acquiring smoothed images, instead of naively generating additional rays. In this paper, we proposed a Stein's Unbiased Risk Estimator (SURE) based $\grave{A}$-Trous wavelet to filter the noise in rendered images in a near-interactive rate. Based on SURE, we can estimate filtering errors associated with $\grave{A}$-Trous wavelet, and identify wavelet coefficients reducing filtering errors. Our approach showed improvement, up to 6:1, over the original $\grave{A}$-Trous filter on various regions in the image, while maintaining a minor computational overhead. We have integrated our propsed filtering method with the recent interactive ray tracing system, Embree, and demonstrated its benefits.