• Title/Summary/Keyword: 광선추적분석

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Volume Rendering by Improved Ray Casting (개선된 광선 추적에 의한 볼륨 랜더링)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.662-665
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    • 2005
  • 본 논문에서는 체적 데이터에 대한 효율적인 볼륨 랜더링을 수행하기 위해서, 기존의 광선 추적 기법에 대해 광선 보간을 통해서 광선을 추적하는 기법인 IRCF를 제안한다. IRCF 과정은 이웃 화소에 대한 광선추적을 통해 얻은 불투명도값의 정보를 이용해 현재 광선 추적 위치와 불투명도값을 보간한 위치에서 새롭게 광선 추적을 해가는 방식이다. 기존의 고화질의 광선 추적 랜더링의 경우 Volume Rendering Operations의 계샨량이 많아 그 만큼 랜더링 속도가 떨어져 체적에 대해 다른 개선된 랜더링 기법들이 많이 제안되고 있다. 본 논문은 다른 각도로의 접근하고자 제안한 기법을 통해 Volume Rendering Operations의 계샨량을 최대한 줄임으로 랜더링 속도를 높이고 기본의 고화질 영상에 가까운 결과을 얻을 수가 있었다. 또한, 본 논문에서는 기존의 광선 추적 기법에서 표현하는 일반적인 회전, 절단, 불투명 등 제어 효과들을 제안한 기법을 통해 비교 분석한다.

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Volume Rendering by Improved Ray Casting (개선된 광선 추적에 의한 볼륨 랜더링)

  • 김진열;김형균
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.464-467
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    • 2003
  • 본 논문에서는 체적 데이터에 대한 효율적인 볼륨 랜더링을 수행하기 위해서, 기존의 광선 추적 기법에 광선 보간을 통해 광선을 추적하는 기법인 IRCF를 제안한다. IRCF 과정은 이웃 화소에 대해 광선추적을 통해서 얻은 불투명도의 정보를 이용하여 보간한 위치에서 새롭게 광선추적을 해가는 방식이다 기존의 광선 추적 랜더링의 경우 고화질의 영상을 얻지만, Volume Rendering Operations의 계샨량이 많아 랜더링 속도가 떨어져 현재 개선된 랜더링 기법들이 많이 제안되고 있는 실정이다. 본 논문은 다른 각도로의 접근하고자 하여 제안한 IRCF 과정을 통해 Volume Rendering Operations의 계샨량을 최대한 줄여 랜더링 속도를 높이고 기존 방식의 고화질 영상에 가깝게 결과를 얻을 수가 있었다. 또한, 본 논문에서는 기존의 광선 추적 기법에서 표현하는 일반적인 회전, 절단, 불투명 등 제어 효과들을 제안한 기법을 통해 비교 분석한다.

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A Performance Analysis of the Parallel Ray Tracing Algorithm on a Supercomputer (슈퍼컴퓨터상에서 광선추적 알고리즘의 병렬화에 대한 성능분석)

  • Lee, Hyo-Jong;Kang, Jul-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10a
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    • pp.617-620
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    • 2000
  • 컴퓨터를 활용하여 사진영상을 얻는 기술은 여러 분야에서 많은 응용이 이루어지고 있는데, 그 중에서도 광선추적기법은 가장 많이 쓰이면서도 현실감 있는 사진영상을 얻는 음영처리 기법중의 하나이다. 하지만 영상이 복잡해짐에 따라 컴퓨터로 처리하는 시간도 그만큼 많이 소요되는데 슈퍼컴퓨터 상에서 병렬처리기법을 적용함으로써 처리시간을 상당히 줄일 수가 있다. 본 논문에서는 IBM RS/6000 SP 슈퍼컴퓨터를 활용하여 순차적 광선추적 알고리즘을 메시지 교환방식을 통한 병렬처리 기법으로 성능분석을 하고자 하였다. 실험을 위해서 슈퍼컴퓨터의 노드수를 최대 16개까지 증가시켜 가면서 복잡한 영상에 대해 병렬 광선추적 알고리즘의 성능분석을 하였고, 메시지 교환방식 중에서 블락킹 통신과 비블락킹 통신에 대해서 그 성능을 각각 비교하였다.

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Implementation of Real-time Interactive Ray Tracing on GPU (GPU 기반의 실시간 인터렉티브 광선추적법 구현)

  • Bae, Sung-Min;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.59-66
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    • 2007
  • Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.

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Analysis of surface-relief profile for TPHK(Telecentric Paraxial Holographic Kinoform) as a fourier-transform lens using exact raytracking (광선추적법에 의한 푸리에변환 렌즈로서의 TPHK(Telecentric Paraxial Holographic Kinoform)의 표면양각형태에 대한 분석)

  • 김성우;조두진
    • Korean Journal of Optics and Photonics
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    • v.9 no.2
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    • pp.51-58
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    • 1998
  • We investigated surface-relief profiles of the TPHK(telecentric paraxial holographic kinofrm) used as a Fourier-transform lens employing exact geometrical raytracing. For the TPHK of F/8 and focal length of 15 mm, we consider the cases where the thickness of the substrate is 0 and 50 ${\mu}{\textrm}{m}$, dividing the surface-relif profiles into fifty steps from plano-convex to convexplano shapes and varying the angle of incidence($0^{\circ},{2.5}^{\circ},5^{\circ}$). In order to identify appropriate surface-relief profiles, we employ, as criteria of performance, rms spot size, rms deviation from $f{\sin}{\theta}$, peak position and FWHM(full width at half maximum), number of rays abandoned from raytracing etc., which are determined from the result of exact raytracing. It is found that the profile with 80% of its relief thickness facing the image plane gives the best performance regardless of the presence of substrate.

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Implementation and Simulation of 2D Ray-tracing Technique in Multiple-wall Indoor Environment (다중 벽면 구조의 실내 환경에서 2차원 광선추적법 구현 및 시뮬레이션)

  • Jeong, Seung-Heui;Kang, Chul-Gyu;Oh, Chang-Heon
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.459-465
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    • 2007
  • In this paper, we implemented a ray-tracing simulator with a ray-launching technique and generated the propagation path of each ray in a multiple-wall indoor environment. In this simulator, we adopted two dimension ray-tracing techniques considering the reflection and penetration were dominant propagation factor in the indoor channel. From the result, we verified that this ray-tracing simulator shows the similar path pattern and delay distribution with the experiment results of the previous research. Especially, impulse responses of the ray were corresponding to reference result in non-line of sight of multiple-wall indoor environment. Furthermore, we confirmed that channel profiles having respectively different departure angle 1 degree to 7 degree were similar between them.

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The Study of Algorithm for Communication Environment Channel Characteristic Embedded Control System and Wireless Communication (무선통신과 임베디드 제어시스템 통신환경의 채널특성 알고리즘에 관한 연구)

  • Kang, Jeong-Yong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.3B
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    • pp.297-304
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    • 2011
  • MIMO wireless communication embedded systems, and for propagation prediction for indoor and outdoor propagation prediction program incorporates an indoor/outdoor propagation through the simulator can be predicted. This analysis technique developed by the interference between multiple transmitters and a maximum transmission distance issues, the frequency utilization efficiency for a variety of issues, including analysis and prediction becomes possible. Development of the prediction of the conventional methods, but I can consider the environmental characteristics of the ray tracing simulation software to develop and implement an efficient ray tracing, ray tracing techniques and are designed to enable tracked beam analysis of propagation characteristics using information technology by combining the theoretical characteristics of an efficient and well-reflected propagation prediction technique was employed. The frequency of domestic embedded systems, ensure the frequency characteristics and frequency of 3-5GHz band for propagation to investigate the development of local wireless communication technology-based skills needed for securing and jeonpaganseopdeung frequency management techniques to ensure the verification and verified through experiments.

An Analysis of the Types of Teacher and Student's Concept on Ray-Tracing and Spectrum in the Middle School (광선추적과 스펙트럼에 대한 교사와 중학생의 개념 유형 분석)

  • Lee, Jae-Bong;Nam, Kyung-Woon;Son, Jeong-Woo;Lee, Sung-Muk
    • Journal of The Korean Association For Science Education
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    • v.24 no.6
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    • pp.1189-1205
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    • 2004
  • The purpose of this study is to understand the types of teacher and student's concept on ray-tracing and spectrum in middle school. This study suggest key-concepts that is most important to "Light" unit in the seven grades: the ray-tracing and the spectrum. We examined the types of teacher and student's concept. We selected 10 teacher and 328 students who had learned by 10 teachers in Seoul and Gyeonggi. The problems were composed with the question item regarding all ray-tracing or the spectrum. From the analysis, it was found that the types of teacher and student's concept on ray-tracing and spectrum is different. The most of teacher and student didn't understand the basic principle of image formation. In case of context about formation of image by reflection and refraction, because they don't know ray-tracing, they do not try to find the position of the image by drawing two rays. Most of them used one ray comes from the one position of the object and indicated the position of image by memorized position. Also almost there was not a case which uses a ray tracing accurately. In the case of understanding color, they didn't understand the concept of color(or spectrum) and teachers represented to students the color phenomena without explanation of principles. In the result teachers and students would learn color science by rote.

Analysis of Channel Capacity with Respect to Antenna Separation of an MIMO System in an Indoor Channel Environment (실내 채널 환경에서 MIMO 시스템의 안테나 이격거리에 따른 채널 용량 분석)

  • Kim, Sang-Keun;Oh, Yi-Sok
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.17 no.11 s.114
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    • pp.1058-1064
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    • 2006
  • In this paper, the channel capacity of a specified wireless indoor multiple-input multiple-output(MIMO) channel is estimated by analyzing spatial characteristics of this channel using the three-dimensional ray tracing method, and a technique for deriving an optimized separation of multi-antenna elements is proposed. At first, the ray paths, the path losses, and the time-delay profile are computed using the three-dimensional ray tracing method in an indoor corridor environment, which has the line of sight(LOS) and non-line of sight(NLOS) regions. The ray tracing method is verified by a comparison between the computation results and the measurements which are obtained with dipole antennas, an amplifier and a network analyzer. Then, an MIMO system is positioned in the indoor channel environment and the ray paths and path losses are computed for four antenna-position combinations and various values of the antenna separation to obtain the channel capacity for the MIMO system. An optimum antenna-separation is derived by averaging the channel capacities of 100 receiver positions with four different antenna combinations.

Performance Analysis and Enhancing Techniques of Kd-Tree Traversal Methods on GPU (GPU용 Kd-트리 탐색 방법의 성능 분석 및 향상 기법)

  • Chang, Byung-Joon;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.2
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    • pp.177-185
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    • 2010
  • Ray-object intersection is an important element in ray tracing that takes up a substantial amount of computing time. In general, such spatial data structure as kd-tree has been frequently used for static scenes to accelerate the intersection computation. Recently, a few variants of kd-tree traversal have been proposed suitable for the GPU that has a relatively restricted computing architecture compared to the CPU. In this article, we propose yet another two implementation techniques that can improve those previous ones. First, we present a cached stack method that is aimed to reduce the costly global memory access time needed when the stack is allocated to global memory. Secondly, we present a rope-with-short-stack method that eases the substantial memory requirement, often necessary for the previous rope method. In order to show the effectiveness of our techniques, we compare their performances with those of the previous GPU traversal methods. The experimental results will provide prospective GPU ray tracer developers with valuable information, helping them choose a proper kd-tree traversal method.