• Title/Summary/Keyword: 표면렌더링

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A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.682-691
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    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

Indirect Volume Rendering of Hepatobiliary System from CT and MRI Images (CT와 MRI 영상을 이용한 간담도계 간접볼륨렌더링)

  • Jin, Gye-Hwan;Lee, Tae-Soo
    • Journal of the Korean Society of Radiology
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    • v.1 no.2
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    • pp.23-30
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    • 2007
  • This paper presents a method of generating 3-dimensional images by preprocessing 2-dimensional abdominal images obtained using CT (computed tomography) and MRI (magnetic resonance imaging) through segmentation, threshold technique, etc. and apply the method to virtual endoscopy. Three-dimensional images were visualized using indirect volume rendering, which can render at high speed using a general-purpose graphic accelerator used in personal computers. The algorithm used in the rendering is Marching Cubes, which has only a small volume of calculation. In addition, we suggested a method of producing 3-dimensional images in VRML (virtual reality modeling language) running on the Web browser without a workstation or an exclusive program. The number of nodes, the number of triangles and the size of a 3-dimensional image file from CT were 85,367, 174,150 and 10,124, respectively, and those from MRI were 34,029, 67,824 and 3,804, respectively.

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High-quality Realtime Rendering of Metallic Surface with Microfacet Distribution Function Deformation (미세면 분포 함수 변형을 통한 고품질 실시간 금속 렌더링)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.169-178
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    • 2010
  • An effective method to render realistic metallic surface in realtime application is proposed. The proposed method perturbs the normal vectors on the metallic surface to represent small scratches. In general, bump map or normal map method is used to gnerate normal vector perturbation. However, those methods do not show plausible light scattering when applied to anisotropic reflection surface. In order to express metallic surface reflectance, MDF-based BRDF is generally employed. Therefore, the simple normal perturbation does not produce satisfactory metal rendering results. The proposed method employs not only normal perturbation but also deformation of the microfacet distribution function(MDF) that determines the reflectance properties on the surface. The MDF deformation increases the realism of metal rendering. The proposed method can be easily implemented with GPU programs, and works well in realtime environments.

An Illumination Model for Stained Glass Rendering (스테인드글라스 렌더링을 위한 조명 모델)

  • Kim, Jung-A;Ming, Shi-Hua;Kim, Dong-Ho
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.1
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    • pp.7-14
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    • 2007
  • In this paper we present an illumination model for rendering realistic stained glass. This techniques simulates the phenomenon of stained glass in real world by applying important optical component of the stained glass to the rendering algorithm. The optics for stained glass involves three basic physical mechanisms. First, diffuse light and highlight contribute to the brightness of stained glass which is typically white and changes along with the light source and the view position. Next, Fresnel refraction dominates the amount of refracted (transmitted) light. Finally, we express volume absorption occurs in all stained glass. Then, the rendered stained glass images achieve excellent realism.

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Advanced Pre-Integrated BRDF for Realistic Transmission Light Color in Skin Rendering based on Unity3D (Unity3D기반 피부 투과광의 사실적 색표현을 위한 개선된 사전정의 BRDF)

  • Kim, Seong-Hoon;Moon, Yoon-Young;Choi, Jin-Woo;Yang, Young-Kyu;Han, Gi-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.840-843
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    • 2014
  • 사실적 피부 렌더링은 피부 표면에서 일어나는 확산반사(Diffusion) 및 경면반사(Specular) 뿐 만 아니라 피부층 내에서 산란되어 나오는 산란광과 얇은 피부층을 통과하는 투과광 등을 고려하여 렌더링 되어야 한다. 이를 물리적인 개념들을 사용하여 실시간으로 계산하여 표현하는 것은 많은 계산량과 시간을 필요로 하므로 확산 반사 및 경면 반사 등을 미리 계산하여 텍스쳐로 저장하고 재사용하는 사전정의 BRDF 방법으로 근사화하여 표현할 수 있다. 하지만 사전정의 BRDF를 통해 생성된 피부 투과광색상 텍스쳐 맵은 그 색상이 고정되어있어 조명의 색상이 바뀌어도 피부를 투과하는 빛의 색상이 변하지 않아 부자연스러움을 보인다. 본 논문에서는 이러한 문제를 해결하기 위해 물체와 조명간의 거리를 이용하여 빛의 감쇠비율을 구하고 조명의 색상 값과 감쇠비율을 이용하여 피부 투과광 색상 텍스쳐 맵의 RGB채널 수정을 통해 피부 렌더링에서의 자연스러운 투과광 표현이 가능함을 보였다.

Image-based relighting using normal map and albedo map prediction (노말맵과 알베도맵 추정을 통한 영상 기반 재조명)

  • Ahn, Honghyun;Lee, Younghyeon;Kim, Youngseo;Kang, Dongwann
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.101-104
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    • 2021
  • 영상에 새로운 광원을 추가하거나 기존의 광원을 변경하여 영상 내 오브젝트들에 적용된 조명을 변경하는 것을 영상 기반 재조명이라 한다. 하지만, 영상에는 재조명을 위해 필요한 광원과 오브젝트들의 3차원 기하 정보가 부재하다는 문제가 있다. 이를 해결하기 위해, 본 연구에서는 영상으로부터 재조명에 필요한 요소들을 추정하는 접근법을 취한다. 오브젝트 표면의 노말과 알베도는 조명의 주 요소이지만 광원에는 독립적이므로 새로운 광원에 대한 재조명을 가능케 한다. 따라서 본 연구는 영상으로부터 노말맵과 알베도맵을 추정한 뒤, 이를 이용하여 영상 기반 렌더링하는 영상 재조명 방법을 제안한다. 조건부 적대적 생성망을 다양한 조명 환경에서 렌더링된 3차원 오브젝트 영상들과 그에 대응하는 노말맵, 알베도맵을 이용해 학습함으로써, 임의의 영상에 대한 노말맵과 알베도맵 추정기를 생성한다. 이를 통해 추정된 노말맵과 알베도맵은 3차원 공간상에서 새로운 광원에 대해 렌더링됨으로써 재조명 영상을 생성한다. 마지막으로, 영상 기반으로 재조명된 영상과 ground truth와의 비교 실험을 통해 본 연구에서 제안한 방법이 유효함을 확인한다.

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New N-dimensional Basis Functions for Modeling Surface Reflectance (표면반사율 모델링을 위한 새로운 N차원 기저함수)

  • Kwon, Oh-Seol
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.195-198
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    • 2012
  • The N basis functions are typically chosen so that Surface reflectance functions(SRFs) and spectral power distributions (SPDs) can be accurately reconstructed from their N-dimensional vector codes. Typical rendering applications assume that the resulting mapping is an isomorphism where vector operations of addition, scalar multiplication, component-wise multiplication on the N-vectors can be used to model physical operations such as superposition of lights, light-surface interactions and inter-reflection. The vector operations do not mirror the physical. However, if the choice of basis functions is restricted to characteristic functions then the resulting map between SPDs/SRFs and N-vectors is anisomorphism that preserves the physical operations needed in rendering. This paper will show how to select optimal characteristic function bases of any dimension N (number of basis functions) and also evaluate how accurately a large set of Munsell color chips can approximated as basis functions of dimension N.

Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation (반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.31-42
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    • 2007
  • In the natural world, most materials such as skin, marble and cloth are translucent. Their appearance is smooth and soft compared with metals or mirrors. In this paper, we propose a new GPU based hierarchical rendering technique for translucent materials, based on the dipole diffusion approximation, at interactive rates. Information of incident light, position, normal, and irradiance, on the surfaces are stored into 2D textures by rendering from a primary light view. Huge numbers of pixel photons are clustered into quad-tree image pyramids. Each pixel, we select clusters (sets of photons), and then we approximate multiple subsurface scattering term with the clusters. We also introduce a novel hierarchical screen-space interpolation technique by exploiting spatial coherence with early-z culling on the GPU. We also build image pyramids of the screen using mipmap and pixel shader. Each pixel of the pyramids is stores position, normal and spatial similarity of children pixels. If a pixel's the similarity is high, we render the pixel and interpolate the pixel to multiple pixels. Result images show that our method can interactively render deformable translucent objects by approximating hundreds of thousand photons with only hundreds clusters without any preprocessing. We use an image-space approach for entire process on the GPU, thus our method is less dependent to scene complexity.

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Interactive Haptic Deformation and Material Property Modeling Algorithm (인터랙티브 햅틱 변형 및 재질감 모델링 알고리즘)

  • Lee, Beom-Chan;Kim, Jong-Phil;Park, Hye-Shin;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1-7
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    • 2007
  • 본 논문은 3차원 스캐너로 획득된 실제 얼굴 데이터를 햅틱 상호작용을 통해 직접 변형하고 재질감을 모델링 하는 알고리즘을 제안한다. 제안된 알고리즘은 그래픽 하드웨어 기반의 햅틱 렌더링 알고리즘을 기반으로 획득된 2.5D 얼굴 데이터를 mass-spring 모델을 적용하여 변형하고 얼굴의 재질감(탄성, 마찰, 거칠기) 정보를 모델링 하는 것이다. 햅틱 장치를 이용한 변형알고리즘은 변형 시 효율적인 변형 영역 탐색을 위하여 공간 분할방법인 k-d 트리 구조를 이용하여 최근방 탐색 알고리즘을 구현하였으며, 사실적인 힘 계산을 위하여 각 포인트 마다 mass-spring 모델을 적용하여 반력 연산 및 물체의 변형을 수행하였다. 아울러 재질감을 모델링 하기 위해 깊이 이미지 기반 표현(Depth Image Based Representation, DIBR)을 이용하여 가상 물체의 거칠기, 탄성, 및 마찰을 편집할 수 있는 방법론을 제시하고, 편집된 재질감을 직접 물체의 표면에 적용하여 렌더링 하는 알고리즘을 제안한다.

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A Bump Mapping Method Using Camera Lens (카메라 렌즈를 이용한 범프 맵핑)

  • Koh, Wook
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.9-15
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    • 1997
  • Most rendering research has concentrated on two sub-problems: modeling the reflection of light sources, and calculating the direct and indirect illumination from light sources and other surfaces. As Kolb wrote in [1], the camera and lens model is an important key component of a rendering system. In this paper we describe a bump-mapping method using camera lens. It allows another level of control in rendering. We developed an efficient framework to develop customized bump mapping lens and combine with other sequence of lens elements to create various effects as shown in Figure 2,3,4,5.

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