• Title/Summary/Keyword: 재렌더링

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Volume Ray Casting Acceleration Method using Modified Marching Cubes Tables (변형된 마칭큐브 테이블을 이용한 볼륨 광선 투과법 가속화)

  • Lim, Suk-Hyun;Kim, Ju-Hwan;Shin, Byeong-Seok
    • Journal of KIISE:Computer Systems and Theory
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    • v.36 no.3
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    • pp.210-216
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    • 2009
  • Several empty-space leaping methods have been proposed for CPU-based volume ray casting. When sample points are located in semi-transparent cells, however, previous leaping methods perform unnecessary resamplings even if the scalar values on those points are confined within transparent range. A semi-transparent cells leaping method for volume ray casting using the Marching Cubes algorithm is proposed to solve this problem in our previous work. When a ray reaches a semi-transparent cell, our method performs in-out test between current sample point and the bounding box enclosing the triangles generated by the Marching Cubes. If the sample point lies on outside of the bounding box, we estimate the point is regarded as transparent. In this case, the ray advances to the next sample point without performing a resampling operation. We can frequently refer the tables for neighboring voxels, however, when we exploit conventional data structures of the Marching Cubes. We propose modified Marching Cubes tables for solving this problem.

Mesh Simplification using New Approximate Mean Curvatures (새로운 근사 평균 곡률을 이용한 메쉬 단순화)

  • Kwak, Jae-Hee;Lee, Eun-Jeong;Yoo, Kwan-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.28-36
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    • 2002
  • In general, triangular meshes have been used for modeling geometric objects such as virtual game characters. The dense meshes give us considerable advantages in representing complex, highly detailed objects, while they are more expensive for storing, transmitting and rendering the objects. Therefore, several researches have been performed for producing a high quality approximation in place of detailed objects, that is, a simplification of triangular meshes. In this paper, we propose a new measure with respect to edges and vertices, which is called an approximate mean curvature and is used as criteria to simplify an original mesh. An edge mean curvature is computed by considering its neighboring edges, and a vertex mean curvature is defined as an average of its incident edges' mean curvatures. And we apply the proposed measure to simplify the models such as a bunny, dragon and teeth. As a result, we can see that the mean curvatures can be used as good criteria for providing much better approximation of models.

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MPEG-I RVS Software Speed-up for Real-time Application (실시간 렌더링을 위한 MPEG-I RVS 가속화 기법)

  • Ahn, Heejune;Lee, Myeong-jin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.655-664
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    • 2020
  • Free viewpoint image synthesis technology is one of the important technologies in the MPEG-I (Immersive) standard. RVS (Reference View Synthesizer) developed by MPEG-I and in use in MPEG group is a DIBR (Depth Information-Based Rendering) program that generates an image at a virtual (intermediate) viewpoint from multiple viewpoints' inputs. RVS uses the mesh surface method based on computer graphics, and outperforms the pixel-based ones by 2.5dB or more compared to the previous pixel method. Even though its OpenGL version provides 10 times speed up over the non OpenGL based one, it still shows a non-real-time processing speed, i.e., 0.75 fps on the two 2k resolution input images. In this paper, we analyze the internal of RVS implementation and modify its structure, achieving 34 times speed up, therefore, real-time performance (22-26 fps), through the 3 key improvements: 1) the reuse of OpenGL buffers and texture objects 2) the parallelization of file I/O and OpenGL execution 3) the parallelization of GPU shader program and buffer transfer.

Colored Paper Mosaic Rendering with Torn Simulation (종이 찢기 시뮬레이션을 이용한 색종이 모자이크 렌더링)

  • Gi, Yong-Jea;Park, Young-Sup;Seo, Sang-Hyun;Yoon, Kyoung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.1
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    • pp.15-24
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    • 2007
  • This study is focused on fellowing two issues for simulating colored paper mosaic. The first one is paper tile generation, and the other one is arrangement. At first we define the paper data as two layered polygon. Then, generate paper tile from paper data, and attach it on the best location of canvas according to energy value. The proposed method in this study has some benefits like follow. First, we can obtain more natural shaped paper tile because the phase is similar to real process of fearing paper. Second, if we redefine the structure of paper like newspaper, magazine and so on, the result can be generated with the variable type of paper. And lastly, by adjusting parameters of energy function, we can control the position of the torn paper.

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Discussion on the Concept of Terminology in the Introduction of Virtual Studio (가상스튜디오 도입기의 용어 개념에 관한 논의)

  • Nah, So-Mi
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.91-98
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    • 2022
  • Currently, new terms are overflowing with the development of technology from VR, AR, XR to Metaverse. Every time a term is generated in this way, society considers it a new technology and tends to use it enthusiastically, but there is confusion in correctly understanding and utilizing the category of the term. He would like to discuss the virtual studio that played an important role in the development of broadcasting CG (Computer Graphics) technology in the 1990s, and talk about the introduction of new terms in the past and how to use them. Therefore, this paper examines the gap between chaos and upright each time a term is generated based on the time when the virtual studio is introduced, and analyzes the utilization of new technology from the past through the introduction machine manufacturing case. By examining the past technological development processes expressed by remediation, this paper argues that the current situation is not a new technology but an expression of a new term, that is, a phenomenon that appears during the gradual development of technology. It is something to do.

A Study on the Digital Drawing of Archaeological Relics Using Open-Source Software (오픈소스 소프트웨어를 활용한 고고 유물의 디지털 실측 연구)

  • LEE Hosun;AHN Hyoungki
    • Korean Journal of Heritage: History & Science
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    • v.57 no.1
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    • pp.82-108
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    • 2024
  • With the transition of archaeological recording method's transition from analog to digital, the 3D scanning technology has been actively adopted within the field. Research on the digital archaeological digital data gathered from 3D scanning and photogrammetry is continuously being conducted. However, due to cost and manpower issues, most buried cultural heritage organizations are hesitating to adopt such digital technology. This paper aims to present a digital recording method of relics utilizing open-source software and photogrammetry technology, which is believed to be the most efficient method among 3D scanning methods. The digital recording process of relics consists of three stages: acquiring a 3D model, creating a joining map with the edited 3D model, and creating an digital drawing. In order to enhance the accessibility, this method only utilizes open-source software throughout the entire process. The results of this study confirms that in terms of quantitative evaluation, the deviation of numerical measurement between the actual artifact and the 3D model was minimal. In addition, the results of quantitative quality analysis from the open-source software and the commercial software showed high similarity. However, the data processing time was overwhelmingly fast for commercial software, which is believed to be a result of high computational speed from the improved algorithm. In qualitative evaluation, some differences in mesh and texture quality occurred. In the 3D model generated by opensource software, following problems occurred: noise on the mesh surface, harsh surface of the mesh, and difficulty in confirming the production marks of relics and the expression of patterns. However, some of the open source software did generate the quality comparable to that of commercial software in quantitative and qualitative evaluations. Open-source software for editing 3D models was able to not only post-process, match, and merge the 3D model, but also scale adjustment, join surface production, and render image necessary for the actual measurement of relics. The final completed drawing was tracked by the CAD program, which is also an open-source software. In archaeological research, photogrammetry is very applicable to various processes, including excavation, writing reports, and research on numerical data from 3D models. With the breakthrough development of computer vision, the types of open-source software have been diversified and the performance has significantly improved. With the high accessibility to such digital technology, the acquisition of 3D model data in archaeology will be used as basic data for preservation and active research of cultural heritage.