• Title/Summary/Keyword: 전역 조명 기법

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GPU-accelerated Global Illumination for Point Set Rendering (GPU 가속을 이용한 점집합 렌더링을 위한 전역 조명기법)

  • Min, Heajung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.1
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    • pp.7-15
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    • 2020
  • In the process of visualizing a point set representing a smooth manifold surface, global illumination techniques can be used to render a realistic scene with various effects of lighting. Thanks to the continuous demand for ray tracing and the development of graphics hardware, dedicated GPUs and programmable pipeline for ray tracing have been introduced in recent years. In this paper, real-time global illumination rendering is studied for a point-set model using ray-tracing GPUs. We apply the moving least-squares (MLS) method to approximate the point set to a smooth implicit surface and render it using global illumination by performing massive ray-intersection tests with the surface and generating shading effects at the intersection point. As a result, a complicated point-set scene consisting of more than 0.5M points can be generated in real-time.

Analysis of Harmonic Mean Distance Calculation in Global Illumination Algorithms (전역 조명 알고리즘에서의 조화 평균 거리 계산의 분석)

  • Cha, Deuk-Hyun;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.2
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    • pp.186-200
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    • 2010
  • In order to render global illumination realistically, we need to accurately compute the direct and indirect illumination that represents the light information incoming through complex light paths. In this process, the indirect illumination at given point is greatly affected by surrounding geometries. Harmonic mean distance is a mathematical tool which is often used as a metric indicating the distance from a surface point to its visible objects in 3D space, and plays a key role in such advanced global illumination algorithms as irradiance/radiance caching and ambient occlusion. In this paper, we analyze the accuracy of harmonic mean distance estimated against various environments in the final gathering and photon mapping methods. Based on the experimental results, we discuss our experiences and future directions that may help develop an effective harmonic mean distance computation method in the future.

Function Optimization Algorithm: C-AGA (함수 최적화 알고리즘: C-AGA)

  • Ko, Myung-Sook;Kim, Ju-Yeon
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2005.05a
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    • pp.137-142
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    • 2005
  • 유전자 알고리즘은 전체 탐색 공간을 통해 전역 해를 찾는 최적화 알고리즘으로서 복잡한 상태 공간에서 최적 해를 찾기 위해 전통적인 최적화 기법과는 달리 유향성 임의 탐색을 행한다. 또한, 유전적 탐색과 국부 탐색을 결합시킨 복합 유전자 알고리즘은 최적해로의 수렵 속도를 향상시킬 수 있다. 이 논문에서는 함수 최적화를 위해 학습 속도를 개선한 복합 유전자 알고리즘(C-AGA)을 제안한다. 제안한 최적화 알고리즘의 효율을 기존의 복합 유전자 알고리즘 기법(라마키안 진화 및 볼드윈 효과)과 비교 평가하였다. 다양한 함수 최적화 문제에 대하여 제안한 알고리즘이 기존의 방법보다 더 빨리 전역 최적 해를 찾을 수 있음을 증명하였다.

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A Small Number of Light Sources Estimation from Real World illumination for Fast Realistic Rendering (실세계 조명 정보를 포함하는 HDR영상 기반 소수 광원 추정 기법에 관한 연구)

  • Dachuri Naveen;Yoo Jae-Doug;Kim Seung-man;Lee Kwan H.
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.697-699
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    • 2005
  • 본 논문에서는 실세계 조명 정보를 표현하는 HDR(High Dynamic Range) 영상으로부터 소수의 방향성 광원을 추정하는 기법을 제안한다. 광원 추정을 위해 노출 시간을 달리한 일련의 일반 영상으로부터 실세계의 조명 정보를 선형적으로 표현할 수 있는 HDR영상을 생성한다. HDR영상의 색상 및 명도 변화를 이용하며 영역을 분할하고, 분할된 영역으로부터 명도 평균과 가중치를 이용하여 방향성 광원의 파라미터를 추출하는 방법을 제안한다. 제안된 방법의 장정은 비반복적인 기법을 사용하여 일관된 결과를 산출하여 사용자의 입력없이 자동으로 계산하는 것이다. 추정된 광원은 그래픽 하드웨어를 사용한 실시간 렌더링에 적용 가능하다. 또한 실시간 렌더링이 중요한 가상현실이나 증강현실 분야에서 가상의 오브젝트를 렌더링할 때 IBL(Image Based Lighting)등의 전역조명 효과와 유사한 사실적인 영상을 얻을 수 있다.

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Light Source Estimation for Realistic Rendering using Segmented HDR Images (사실적인 렌더링을 위한 분할된 HDR 영상으로부터의 광원 추정 기법)

  • Yoo, Jae-Doug;Cho, Ji-Ho;Lee, Kwan-H.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.671-674
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    • 2007
  • 현재 다양한 분야(영화, 광고, AR 등)에서 영상합성 기법이 많이 사용되고 있다. 실제 영상에 가상의 객체를 합성하거나 가상의 환경에 객체를 합성하는 경우 등 영상과 객체간의 사실적인 합성결과를 얻기 위해서는 실제 환경에 적용된 광원의 정보가 필요하다. 본 논문에서는 실 세계 조명 정보를 표현하는 HDR(High Dynamic Range) 영상을 이용하여 실 세계의 광원을 추정하는 기법을 제안한다. 광원 추정을 위해 노출 시간을 달리한 일련의 LDR(Low Dynamic Range) 영상으로부터 실 세계정보를 선형적으로 표현할 수 있는 HDR 영상을 생성한다. HDR 영상을 가시화 한 후 영상에 나타나는 밝기 값을 기반으로 영상을 분할하고 분할된 영상들이 나타내는 빛의 세기에 비례하여 방향성 광원을 추정한다. 추정된 조명조건을 이용하여 IBL(Image Based Lighting)등의 전역조명 효과와 유사한 결과를 얻을 수 있으며 소수의 광원을 추정함으로써 실시간 렌더링이 중요한 가상현실이나 증강 현실 분야에도 적용할 수 있다. 또한 분할된 영상들로부터 광원을 추정하기 때문에 각각의 영상들이 오브젝트에 나타내는 조명효과도 확인할 수 있다.

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Illumination Compensation Algorithm based on Segmentation with Depth Information for Multi-view Image (깊이 정보를 이용한 영역분할 기반의 다시점 영상 조명보상 기법)

  • Kang, Keunho;Ko, Min Soo;Yoo, Jisang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.935-944
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    • 2013
  • In this paper, a new illumination compensation algorithm by segmentation with depth information is proposed to improve the coding efficiency of multi-view images. In the proposed algorithm, a reference image is first segmented into several layers where each layer is composed of objects with a similar depth value. Then we separate objects from each other even in the same layer by labeling each separate region in the layered image. Then, the labeled reference depth image is converted to the position of the distortion image view by using 3D warping algorithm. Finally, we apply an illumination compensation algorithm to each of matched regions in the converted reference view and distorted view. The occlusion regions that occur by 3D warping are also compensated by a global compensation method. Through experimental results, we are able to confirm that the proposed algorithm has better performance to improve coding efficiency.

Ambient Occlusion Volume Rendering using Multi-Range Statistics (다중 영역 통계량을 이용한 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.27-35
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    • 2015
  • This study presents a volume rendering method using ambient occlusion which is one of global illumination methods. By considering the volume density distribution as normal distribution, ambient occlusion can be calculated at real-time speed regardless of modification of opacity transfer function. We calculate and store the averages and standard deviations of densities in a block centered at each voxel in pre-processing time. In rendering process, we determine the illumination value by estimating the nearby opacity. We generalized theoretical model and generated better quality images improving our previous research. In detail, various shapes of transfer function can be used due to the proposed equation model. Moreover, we introduced a multi-range model to give nearer objects more weight. As the result, more realistic volume rendering image can be generated at real-time speed by mixing local and ambient occlusion shading.

Indirect Illumination Algorithm with Mipmap-based Ray Marching and Denoising (밉맵기반 레이 마칭과 디노이징을 이용한 간접조명 알고리즘)

  • Zhang, Bo;Oh, KyoungSu
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.75-84
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    • 2020
  • This paper introduces an interactive indirect illumination algorithm which considers indirect visibility. First, a small number of rays are emitted on hemisphere of the current pixel to obtain the first intersection. If this point is directly illuminated by the light source, its illuminated color is collected. Second, in order to approximate the indirect visibility, a 3D ray marching algorithm, which is based on a hierarchy structure, is used to accelerate the ray-voxel intersection. Third, the indirect images are denoised by an edge-avoiding filtering with a local means replacement method.

Color Image Rendering using A Modified Image Formation Model (변형된 영상 생성 모델을 이용한 칼라 영상 보정)

  • Choi, Ho-Hyoung;Yun, Byoung-Ju
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.1
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    • pp.71-79
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    • 2011
  • The objective of the imaging pipeline is to transform the original scene into a display image that appear similar, Generally, gamma adjustment or histogram-based method is modified to improve the contrast and detail. However, this is insufficient as the intensity and the chromaticity of illumination vary with geometric position. Thus, MSR (Multi-Scale Retinex) has been proposed. the MSR is based on a channel-independent logarithm, and it is dependent on the scale of the Gaussian filter, which varies according to input image. Therefore, after correcting the color, image quality degradations, such as halo, graying-out, and dominated color, may occur. Accordingly, this paper presents a novel color correction method using a modified image formation model in which the image is divided into three components such as global illumination, local illumination, and reflectance. The global illumination is obtained through Gaussian filtering of the original image, and the local illumination is estimated by using JND-based adaptive filter. Thereafter, the reflectance is estimated by dividing the original image by the estimated global and the local illumination to remove the influence of the illumination effects. The output image is obtained based on sRGB color representation. The experiment results show that the proposed method yields better performance of color correction over the conventional methods.

A Control of the ZVZCS PS-FB DC/DC Converter using All-Pass Filter (전역통과필터를 이용한 ZVZCS PS-FB DC/DC 컨버터의 제어)

  • Cho, Han-Jin;Lee, Won-Cheol;Lee, Sang-Seok;Lee, Su-Won;Won, Chung-Yuen
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.1
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    • pp.152-159
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    • 2010
  • High power density and power conversion efficiency have been required in the power converters according to the rapid growth of industry. In this context, the next generation High Speed Train(HST) requires power converter which has high-efficiency, high-performance and high-density. In this paper, the new control technique for battery charger used for the next generation HST is proposed. The phase shift ZVZCS converter is classified according to a resonant circuit which is located in the primary or secondary side. In this paper, The PWM switching technique using all-pass filter is proposed to control ZVZCS converter which has resonant circuit in the secondary side. ATmega_128 micro controller based in all-pass filter in substitute for phase shift IC is presented to have digital control. To verify the proposed topology, the simulation and experiment are performed by using PSIM software and 1[kW] experimental set-up.