• Title/Summary/Keyword: 이미지 렌더링

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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 of Linear Rendering in Game Engine (게임 엔진에서의 리니어 렌더링 연구)

  • Jung, Jong-Pil
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.341-342
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    • 2019
  • 본 논문에서는 게임 엔진에서의 감마(Gamma)와 선형(Linear) 렌더링 방식의 차이에 대해 연구하였다. 선형 렌더링 방식은 정확한 이미지 연산 및 조명 연산을 표현할 수 있기 때문에 이미 많은 실시간 게임 엔진에서 사용되고 있는 렌더링 방식이지만, 모바일 기기는 그 하드웨어적 제한으로 인해 특정 하드웨어에서는 선형 렌더링을 적용할 수 없기 때문에 그 기능을 직접 구현하거나 정확하지 않은 실시간 렌더링 결과물을 감수하여야 한다. 그래서 본 논문에서는 게임 엔진에서 사용되는 감마 렌더링 방식과 선형 렌더링 방식에 대한 개념과 그 차이를 연구하고, 이것을 효율적으로 이용할 수 있는 방법에 대해서 연구한다.

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Real-Time Rendering of a Displacement Map using an Image Pyramid (이미지 피라미드를 이용한 변위 맵의 실시간 렌더링)

  • Oh, Kyoung-Su;Ki, Hyun-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.228-237
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    • 2007
  • displacement mapping enables us to add realistic details to polygonal meshes without changing geometry. We present a real-time artifacts-free inverse displacement mapping method. In each pixel, we construct a ray and trace the ray through the displacement map to find an intersection. To skip empty regions safely, we traverse the image pyramid of displacement map in top-down order. Furthermore, when the displacement map is enlarged, intersection with bilinear interpolated displacement map can be found. When the displacement map is at distance, our method supports mipmap-like prefiltering to enhance image quality and speed. Experimental results show that our method can produce correct images even at grazing view angles. Rendering speed of a test scene is over hundreds of frames per second and the influence of resolution of displacement map to rendering speed is little. Our method is simple enough to be added to existing virtual reality systems easily.

Development of Advanced Rendering Library for CAD/CAM Moduler (CAD/CAM 모델러용 고급 렌더링 라이브러리의 개발)

  • Choe, Hun-Gyu;Lee, Tae-Hyeon;Han, Hun
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.4
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    • pp.385-394
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    • 1999
  • 제품을 설계하는 디자이너나 엔지니어는 많은 시간과 노력을 들이지 않고서 그들이 설계한 3차원 제품 모델에 대한 사실적인 이미지를 원한다. 디자인 프로세스의 초기인 개념 설계에서부터 설계검증, 그리고 가공 과정에서 사실적인 이미지가 매우 유용하므로, 대부분의 주요 CAD 제작사는 그들의 CAD 소프트웨어에 고급 렌더링 기능을 추가하고 있다. 상용의 CAD/CAM 모델러에서는 NURB 곡면을 기초로 모델링을 수행하므로, NURB 곡면을 렌더링할 수 있는 패키지가 필요하다. VIF(Visual InterFace) 렌더링 라이브러리는 A-buffer 방식과 Ray tracing 방식의 두 가지 고급 렌더링 모드를 제공한다. 다각형은 물론 NURB 곡면을 입력으로 받아 사용자가 설정한 표면의 각종 계수, 원하는 view와 설정된 광원에 따라 이미지를 만들고 다양한 형태로 출력시킬 수 있는 다양한 기능을 제공한다. 본 논문에서는 VIF 렌더링 라이브러리에 대한 구조와 기능별로 분류된 함수에 대하여 설명하며, 실제로 CAD/CAM 시스템과 통합되어 구상설계에서부터 3차원 설계 모델링에 이르기까지의 제조공정에서 설계검증 툴로써 어떻게 활용되고 있는가에 대하여 기술한다.Abstract Engineers and industrial designers want to produce a realistic-looking images of a 3D model without spending a lot of time and money. Photo-realistic images are so useful from the conceptual design, through its verification, to the machining, that most major CAD venders offer built-in as well as add-on photo-realistic rendering capability to their core CAD software. Since 3D model is consists of a set of NURB surfaces in commercial CAD packages, we need a renderer which handles NURB surface as well as other primitives.A new rendering library called VIF (Visual InterFace) provides two photo-realistic rendering modes: A-buffer and Ray tracing. As an input data it takes NURB surfaces as well as polygonal data and produces images in accordance with the surface parameters, view and lights set by user and outputs image with different formats. This paper describes the overall architecture of VIF and its library functions classified by their functionalities, and discusses how VIF is used as a graphical verification tool in manufacturing processes from the conceptual design to 3D modeling.

Design of a Dual Network based Neural Architecture for a Cancellation of Monte Carlo Rendering Noise (몬테칼로 렌더링 노이즈 제거를 위한 듀얼 신경망 구조 설계)

  • Lee, Kwang-Yeob
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1366-1372
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    • 2019
  • In this paper, we designed a revised neural network to remove the Monte Carlo Rendering noise contained in the ray tracing graphics. The Monte Carlo Rendering is the best way to enhance the graphic's realism, but because of the need to calculate more than thousands of light effects per pixel, rendering processing time has increased rapidly, causing a major problem with real-time processing. To improve this problem, the number of light used in pixels is reduced, where rendering noise occurs and various studies have been conducted to eliminate this noise. In this paper, a deep learning is used to remove rendering noise, especially by separating the rendering image into diffuse and specular light, so that the structure of the dual neural network is designed. As a result, the dual neural network improved by an average of 0.58 db for 64 test images based on PSNR, and 99.22% less light compared to reference image, enabling real-time race-tracing rendering.

Comparative Analysis of Three-Dimensional Real-Time Rendering Methods

  • Kim, Gum-Young;Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.23-32
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    • 2022
  • Image production using three-dimensional (3D) programs undergoes a process called rendering to visualize 3D data. Because this process is time-consuming and costly, the reduction of rendering cost has emerged as an important problem that requires resolution. This work aims to overcome the limitations of the current 3D image production pipeline and propose a method for reducing the production time by adopting a game engine for real-time rendering. In the experiment conducted in this study, rendering using Maya (a 3D production program) and Unity were compared and analyzed. The analysis results indicate that Unity enables rendering in real time; consequently, the rendering cost is reduced. Moreover, the quality of the rendered image is similar to that produced by Maya. The proposed technique involves reducing the render time and providing guidance through access to a real-time rendering engine.

TF color mapping for direct volume rendering with CNN (직접 볼륨 렌더링을 위한 CNN 기반 TF 색상 매핑)

  • Kim, Seokyeon;Jang, Yun
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.25-32
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    • 2021
  • Direct Volume Rendering(DVR) renders by projecting data into a two-dimensional space without calculating the volume surfaces. In DVR, the transfer function(TF) assigns light properties such as color and transparency to the volume. However, it takes a long time for beginners to manipulate TF to understand volume data and assign colors. This paper proposes an approach to colorize the volume using sample images for intuitive volume rendering. We also discuss color extraction methods using K-means clustering.

Rendering Trees Using Billboarding Method with View Dependent Texture Re-creation in Real-Time (시점 종속적 빌보드 텍스쳐 재생성을 이용한 나무의 실시간 렌더링)

  • Min, Sung-Hwan;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.4
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    • pp.9-16
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    • 2002
  • In this paper we propose an extended billboarding method for rendering trees. It's difficult circumstance that PC renders forest by general polygon rendering in real-time, because tree object consists of tremendous leaves and limbs. Our method re-creates an appropriate texture image by 3D image warping equation each frame, and we use it for a billboarding method. For speed up, we use warping method with a image pyramid and image caching.

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A Study of Brush Stroke Generation Using Color Transfer (칼라변환을 이용한 브러쉬 스트로크의 생성에 관한 연구)

  • Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.1
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    • pp.11-18
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    • 2003
  • 본 논문에서는 회화적 렌더링에서 칼라변환을 이용한 브러쉬 스트로크의 생성에 관한 새로운 알고리즘을 제안한다. 본 논문의 브러쉬 스트로크 생성을 위한 전체적인 구성은 다음과 같다. 첫째, 두 장의 사진(한 장의 소스 이미지와 한 장의 참조 이미지)을 입력으로 하여 칼라 변환 이론을 적용하여 색상 테이블이 바뀐 새로운 이미지를 생성한다. 이 방법은 소스 이미지의 칼라 분포 형태를 창조 이미지의 칼라 분포 형태로 변환하기 위해, 선형 히스토그램 매칭이라 불리는, 간단한 통계학적 방법을 이용한다. 둘째, 가우시안 블러링과 소벨 필터를 이용하여 에지를 검출한다. 검출된 에지는 브러쉬 스트로크 렌더링 시 에지 부분에서 스트로크를 클리핑 함으로써 이미지의 윤곽선 보존을 위해 사용된다. 셋째, 브러쉬 스트로크의 방향을 결정하기 위한 방향맵을 생성한다. 방향맵은 입력 영상에 대한 영역 분할 및 병합을 토대로 만들어진다. 영역별 각 픽셀들에 대해 이미지 그래디언트에 기초한 일정한 방향을 부여함으로써 방향맵을 구성한다. 넷째, 구성된 방향맵을 참조하여 브러쉬 스트로크 생성의 기초가 되는 베지어 곡선(Bezier Curve)의 제어점(Control point)을 설정한다. 실제 회화작품에서 사용되는 브러쉬 스트로크는 일반적으로 곡선의 형태를 이루므로 곡선 표현이 가능한 베지어 곡선을 이용하여 브러쉬 스트로크를 표현하였다. 마지막으로, 생성된 브러쉬 스트로크를 에지부문에서 클리핑하고 배경색을 참조하여 블렌딩하거나 퐁 조명 모델을 이용하여 이미지에 적용하게 된다.

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Effective Image Sequence Format in 3D Animation Production Pipeline (3D 애니메이션 제작 공정에 있어서 효율적인 이미지 시퀀스 포맷)

  • Kim, Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.134-141
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    • 2007
  • In 3D animation rendering process, Although we can render the output as a movie file format, most productions use image sequences in their rendering pipelines. This Image Sequence rendering process is extremely important step in final compositing in movie industries. Although there are various type of making image rendering processes, TGA format Is one of most widely used bitmap file formats using in industries. People may ask TGA format is most suitable for in any case. As we know 3D softwares have their own image formats. so we need to testify on this. In this paper, we are going to focus on Alias' 3D package software called MAYA which we will analyze of compressing image sequence, Image quality, supporting Alpha channels in compositing, and Z-depth information. The purpose of this paper is providing to 3D Pipeline as a guideline about effective image sequence format.