• Title/Summary/Keyword: 광선 추적 방식

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An efficient acceleration algorithm of GPU ray tracing using CUDA (CUDA를 이용한 효과적인 GPU 광선추적 가속 알고리즘)

  • Ji, Joong-Hyun;Yun, Dong-Ho;Ko, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.469-474
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    • 2009
  • This paper proposes an real time ray tracing system using optimized kd-tree traversal environment and ray/triangle intersection algorithm. The previous kd-tree traversal algorithms search for the upper nodes in a bottom-up manner. In a such way we need to revisit the already visited parent node or use redundant memory after failing to find the intersected primitives in the leaf node. Thus ray tracing for relatively complex scenes become more difficult. The new algorithm contains stacks implemented on GPU's local memory on CUDA framework, thus elegantly eliminate the problems of previous algorithms. After traversing the node we perform the latest CPU-based ray/triangle intersection algorithm 'Plucker coordinate test', which is further accelerated in massively parallel thanks to CUDA. Plucker test can drastically reduce the computational costs since it does not use barycentric coordinates but only simple test using the relations between a ray and the triangle edges. The entire system is consist of a single ray kernel simply and implemented without introduction of complicated synchronization or ray packets. Consequently our experiment shows the new algorithm can is roughly twice as faster as the previous.

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A Study on the Computer Simulation Estimate of Light Shelf Using Lightscape (Lightscape를 이용한 광선반의 시뮬레이션 평가 연구)

  • Cho, Yil-Sik;Kim, Ki-Se;Yoon, Jong-Ho;Lee, Jin-Sook
    • Journal of the Korean Solar Energy Society
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    • v.23 no.3
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    • pp.93-102
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    • 2003
  • One of the promising optical daylighting systems is light shelf type daylighting system, Two types of lighting performance analysis methods are 1) Ray-Tracing method and 2) Radiosity method. The purpose of this paper is to compare two methods in terms of advantages and disadvantages by further looking at the detail algorithm. Also. model verification with Lightscape simulations has been conducted. Effectiveness of light penetration factor in terms of daylighting factor has been investigated and quantified. In summer time. the performance of the light shelf was twice better than the case without it.

Laser Signal Detection in Infrared Images Using Correlation Filter (코릴레이션 필터를 이용한 적외선영상에서의 레이저 신호 검출)

  • Si-Hyun-Mun
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.868-869
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    • 2023
  • 보병이 레이저로 표적을 지시하고 원격사격통제체계가 타격하는 방식의 유무인 복합체계에서 전자광학 추적장비를 통한 표적지시용 레이저 검출은 필수적이다. 이를 위해 본 연구에서는 영상기반 코릴레이션 필터를 통해 적외선 레이저를 기존의 색상기반, 기계학습 등의 기법보다 효과적으로 검출하는 방법을 구현하였다. 또한 실험을 통해 주간에는 직사광선 노이즈를 효과적으로 제거하고 200mw 출력의 적외선 레이저를 10-20m 거리에서 검출, 노이즈가 없는 야간에는 100m 이상의 거리에서 안정적으로 검출하는 것을 확인하였다. 이를 통하여 원격사격통제체계의 전자광학 추적장비를 통한 표적지시 레이저 검출 및 추적 구현의 기반을 마련하였다.

Fabrication of Holographic Collimating Lens using Dichromated Gelatin Film (중크롬산 젤라틴을 사용한 Holographic Collimating Lens의 제작)

  • 김홍조
    • Proceedings of the Optical Society of Korea Conference
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    • 1991.06a
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    • pp.162-167
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    • 1991
  • 홀로그램 광학소자(holographic optical element)의 일종인 holographic collimating lens(HCL)를 최적 설계하였으며, 중크롬산 젤라틴 필름을 사용하기 최적 설계치에 따라 HCL을 제작하였고 그 성능을 평가하였다. off-axis 방식의 holographic zone plate (HZP) 구조를 채택하였으며, 기록광과 재생광의 파장 차이에 의한 색수차를 최소화시키기 위해 유한 광선 추적법과 감쇠 최소자승법으로 최적 설계하였다. Dipping 법으로 제작된 중크롬산 젤라틴(Dichromated Gelatin, DCG) 필름을 기록 매질로 사용하여 HCL을 제작하였으며 회절광의 집적도를 측정하여 그 성능을 평가하였다.

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Improving the Calculation Speed of Ray-tracing Based Simulator for Analyzing an Integrating Sphere with OpenMP Directive and Guaranteeing the Randomness of Monte Carlo Method (광선추적법 기반의 적분구 분석 시뮬레이터에서 OpenMP 지시어를 이용한 속도 향상 및 몬테카를로 방법의 무작위성 보장)

  • Kim, Seung-Yong;Kim, Dae-Chan;O, Beom-Hoan;Park, Se-Geun;Lee, El-Hang;Lee, Seung-Gol
    • Korean Journal of Optics and Photonics
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    • v.22 no.2
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    • pp.83-89
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    • 2011
  • In order to improve the calculation speed of an integrating-sphere simulator based on a ray-tracing method, parallel processing with OpenMP directive was implemented into the simulator and the randomness of Monte Carlo method was guaranteed by utilizing a parallel random number generator. It was confirmed that simulation results obtained with more than $10^7$ rays showed good agreement with theoretical results within the error range of 0.5%, and that the calculation speed improved as the number of threads increased. Finally, the spatial response distribution functions of a real integrating sphere were simulated and compared with previous results.

Analysis of Faceted-Reflector Antenna (각면 반사판 안테나의 해석)

  • Kwak, Chang-Soo;Uhm, Man-Seok;Yom, In-Bok
    • Journal of Satellite, Information and Communications
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    • v.5 no.2
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    • pp.34-39
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    • 2010
  • Due to big demand for satellite and communication service using personal handheld terminals, demand for satellites with huge antennas is increasing correspondingly. While such large antennas are realized by various types of deployable antennas, the reflecting surface is made by many facets irrespective of deploying mechanisms. In order to analyze the faceted-reflector more accurately, an existing ray-tracing method is improved. The algorithm allows the rays to cross each other, which is the main characteristic of the faceted-reflector, and takes unevenness of amplitude and phase over the aperture plane into consideration. For the study of the effect of facet configuration, facet generating algorithm is devised. From the analysis algorithm and the facet-generating algorithm, it has been found that the number of facets in a radial direction affects both directivity and sidelobe level. On the other hand, the number of facets in a circumferential direction affects sidelobe level only.

Design and Tolerance Analysis of 3-D Stereoscopic Display Modules with Alternating Illumination Angles (조명각 변조 방식의 3차원 입체영상 표시장치설계 및 공차분석)

  • Jeong, Woo-Chul;Ha, Sang-Woo;Park, Hun-Yang;O, Beom-Hwan;Park, Se-Geun;Lee, El-Hang;Lee, Seung-Gol;Park, Sun-Ryoung;Jo, Sung-Min
    • Korean Journal of Optics and Photonics
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    • v.16 no.3
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    • pp.201-208
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    • 2005
  • In order to realize a 3-D stereoscopic display module with alternating illumination angles, several conditions required for a lenticular lens sheet were established, and then both the lens specification and the module structure were designed. Also the performance of the stereoscopic module and its tolerance characteristics were evaluated by simulating the intensity distribution on the observation plane with a finite-ray tracing technique. From the evaluation, it was known that an intersection area between two adjacent lenses should not be filled and that the lateral mismatch between a planar liquid crystal shutter and a lens sheet should be minimized.

A Study on the Design of Asperical Lens by using Ray Tracing Method (광선추적방식을 적용한 비구면 렌즈 설계에 관한 연구)

  • Kim S.Y.;Park J.W.;Seo S.H.;Lee S.S.;Jeon E.C.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.2019-2023
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    • 2005
  • A aspheric lens is one a key point optical element in the optical industry. The feature of a aspheric lens is not to have the spherical aberration. A aspheric lens is also essential element for high-precision and light-weight in the optical machine. Generally it have been used in a tailor progression an aspheric lens modelling much. In this study we applied a lay back-tracer using a index of refraction to draw a creative aspheric lens. And we executed a comparison experiment for refraction situation of shape and straightness experiment to inspect the drawn aspheric lens in this study

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Compression-Based Ray-Casting of Huge Volume Data on Distributed Memory Environments (분산 메모리 환경에서의 방대한 볼륨데이터의 압축기반 광선추적법)

  • 송동섭;박상훈;임인성
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.634-636
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    • 2000
  • 기존의 병렬 볼륨 렌더링 방법들은 프로세서간의 발생하는 많은 통신량 때문에 통신 속도가 매우 빠른 병렬컴퓨터를 이용하였고 통신속도가 느린 분산 환경에서는 구현이 불가능해 보였다. 또한 가시화하려는 볼륨 데이터도 점점 방대해지고 있는 실정이다. 이에 본 논문에서는 통신 속도에 구애받지 앉을뿐더러 매우 큰 볼륨데이터를 다루는 병렬/분산 볼륨 렌더링을 제안한다. 본 방법은 고비용을 필요로 하는 원격 메모리 접근 대신에 압축을 기반으로 하여 필요한 데이터를 지역 메모리에서 빠르게 복원함으로써 좋은 성능향상(speedup)을 나타낸다. 이것은 각 프로세서가 전체 볼륨 데이터를 모두 적재하고 있다는 것을 의미한다. 다라서 렌더링 과정중에 발생하는 프로세서간의 통신을 최소화할 수 있었고, 이런 방식은 높은 통신 비용으로 효율적 병렬/분산 처리가 힘든 분산 메모리 병렬 컴퓨터나 PC/워크스테이션 클러스터상에서 매우 적합하다.

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Influence of Ray-Handling Method within LED capsule on Light Distribution Pattern (LED 캡슐 내부의 광선 추적 방식이 LED 배광 분포에 미치는 영향 분석)

  • Jeong, Sang-Cheol;Lee, Yun-Seok;Kim, Dae-Chan;Seo, Seung-Won;Choe, Tae-Il;O, Beom-Hwan;Park, Se-Geun;Lee, Il-Hang;Lee, Seung-Geol
    • Proceedings of the Optical Society of Korea Conference
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    • 2008.02a
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    • pp.141-142
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    • 2008
  • In order to develop a simple ray tracing model for simulating the radiation pattern of a LED, the propagation of a ray within the LED capsule was systematically evaluated by considering refraction and reflection from the capsule-air interface, multiple reflection within the capsule, and total internal reflection at the boundary. It was found that concentric ring shapes on the radiation pattern was formed by the rays multiple-reflected from the capsule surface, and that the strength of these rays were decreased rapidly as the number of multiple reflection is increased.

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