• Title/Summary/Keyword: 3D Computer Graphics

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View Synthesis and Coding of Multi-view Data in Arbitrary Camera Arrangements Using Multiple Layered Depth Images

  • Yoon, Seung-Uk;Ho, Yo-Sung
    • Journal of Multimedia Information System
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    • v.1 no.1
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    • pp.1-10
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    • 2014
  • In this paper, we propose a new view synthesis technique for coding of multi-view color and depth data in arbitrary camera arrangements. We treat each camera position as a 3-D point in world coordinates and build clusters of those vertices. Color and depth data within a cluster are gathered into one camera position using a hierarchical representation based on the concept of layered depth image (LDI). Since one camera can cover only a limited viewing range, we set multiple reference cameras so that multiple LDIs are generated to cover the whole viewing range. Therefore, we can enhance the visual quality of the reconstructed views from multiple LDIs comparing with that from a single LDI. From experimental results, the proposed scheme shows better coding performance under arbitrary camera configurations in terms of PSNR and subjective visual quality.

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An Efficient Anti-Aliasing Algorithm for Real-Time Rendering (실시간 렌더링을 위한 효율적인 Anti-Aliasing)

  • Han, Tae-Kuen;Ahn, Do-Rang;Lee, Dong-Wook
    • Proceedings of the KIEE Conference
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    • 2000.11d
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    • pp.712-714
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    • 2000
  • In the field of computer graphics, it approached the investigation of outstanding performance and high speed. Although most introduced Anti-Aliasing method were to meet these, it was not to improve speed. Because Anti-Aliasing method was focus on only qualify. Anti-Aliasing Effect is compensated from movement of object on the screen. Speed is important in the REAL-TIME application program like as 3D games. Cause Anti-Aliasing which needs great amount of time is not used in general. This Paper suggest the Efficient Anti-Aliasing method which apply Two-Point Anti-Aliasing Method that informs brightness data of the screen and use adjacent brightness data for real-time rendering.

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A Study on Dynamic and Acoustic Behavior of Beel Type Structure Using Finite Element Method (유한요소법을 이용한 종형 구조물의 동적거동 및 음향거동에 관한 연구)

  • 정석주
    • Journal of KSNVE
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    • v.6 no.4
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    • pp.447-456
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    • 1996
  • Dynamic characteristics of the bell-type structure including acoustic effects and transient dynamic problems were analyzed numerically. Natural frequencies, mode shapes and transient dynamic analysis used the finite element method with 3-D general shell element. Mode shapes and stress distributions of transient dynamic analysis were expressed by computer graphics. The method using this study was evaluated by comparision of theoretical results at reference papers(14), (15) and the experimental test using Fast Fourier Transform analyzer. Vibrational modes governing acoustic characteristics of the typical bell-type structure depended on the first flexural mode(4-0 mode) and the second flexural mode(6-0 mode). Asymmetric effects by Dangiwas, acoustic holes gave rise to beat frequencies, and the Dangjwa was found to be most effective. When impact load acted on the bell, stress concentration occured at the rim part of bell. It was found that the bell type structure should be designed thickly at the rim part in order to prevent impact load from stress concentration.

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A STEREOSCOPIC VISUALIZATION OF FRACTAL IN 3D SPACE WITH INTERACTIVE CUTTING AND PARAMETER SETTING

  • Yamamoto, Hiroki;Makino, Mitsunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.649-654
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    • 2009
  • In this paper, we propose "InFra-VC", an interactive Fractal viewer on virtual reality system. Fractal impresses us very much and is expected to model some natural phenomenon effectively. Therefore, their visualization is necessary for us to study their beauty as well as structure. InFra-VC can represents a cutting plane of the fractal figure, so that the user can see and enjoy its internal structure. Moving position of the cutting surface, we can easily understand its internal structure. Additionally, InFra-VC can store situation as VRML format file at any time. This feature enables us to see the structure by a VRML viewer on common PC.

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A Study on RP Part Production Using New Circle Approximation Method (새로운 원 근사방법을 적용한 RP Part 제작에 관한 연구)

  • 홍민성;신근하;박시준;최상련;오철호
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1999.05a
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    • pp.81-86
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    • 1999
  • The STL file format is an approximation of 3-D model with triangular facets. STL is a standard input file format of Rapid Prototyping(RP) equipment. In computer graphics, a circle has been approximated with an inscribed polygon, which causes an error between the real and approximated circles. In this study, an intersecting polygon has been used to approximate the circle and applied to produce more accurate RP part. The newly proposed method shows it's excellence in part accuracy.

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Formative Properties of 3D Animation based on the Theory of Gestalt -Centering of Korean film - (게슈탈트 시지각 이론에 의한 3D 애니메이션의 조형성 -한국 영화 <웰컴투 동막골>을 중심으로-)

  • Kim, Kyung-Eun;Yun, Young-Du
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.279-284
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    • 2006
  • The field of film art to be wised expression as development of Media has grown. Recently, the concern and effort has built up in digital film by Computer Graphics(CG) one of SFX. In this paper, I certified the formative properties based on Gestalt theory and centering best show in 2005. As a result, I confirmed that to insert 3D animation in film can lead fantasy or virtual world unable to be felt in real world, with the intention of producer, and that it was applied to free space not to be restricted making a film of scenes. And I confirmed that the partial modeling animation as the Gestalt theory that gives totality to objects of perception and needs closure can play role of understanding the meaning of film.

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Development of Maya Shader Plug in Based on Subsurface Scattering for Realistic Skin Rendering (사실적인 피부 렌더링을 위해 표면하 산란 모델을 적용한 마야 쉐이더 플러그인 개발)

  • Yoo Tae Kyung;Lee Won Hyung;Jahng Sung Ghab
    • Journal of Korea Multimedia Society
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    • v.8 no.1
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    • pp.88-100
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    • 2005
  • In computer graphics, realistic skin rendering has been regarded as difficult tasks and remains as an important research subject. Translucent materials like skin have some complicated optical properties including subsurface scattering. In this paper, we proposes a skin shader based on subsurface scattering to render realistic skin and it has been implemented as a plug-in for Maya, 3D Package. The rendered image using this proposed skin shader appears more realistic than the rendered image using classical shading techniques. Furthermore, we could model sebum, epidermis, dermis using specular reflection, multiple scattering, single scattering respectively.

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CONSIDERATION OF THE RELATION BETWEEN DISTANCE AND CHANGE OF PANEL COLOR BASED ON AERIAL PERSPECTIVE

  • Horiuchi, Hitoshi;Kaneko, Satoru;Sato, Mie;Ozaki, Koichi;Kasuga, Masao
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.695-698
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    • 2009
  • Three-dimensional (3D) shape recognition and distance recognition methods utilizing monocular camera systems have been required for field of virtual-reality, computer graphics, measurement technology and robot technology. There have been many studies regarding 3D shape and distance recognition based on geometric and optical information, and it is now possible to accurately measure the geometric information of an object at short range distances. However, these methods cannot currently be applied to long range objects. In the field of virtual-reality, all visual objects must be presented at widely varying ranges, even though some objects will be hazed over. In order to achieve distance recognition from a landscape image, we focused on the use of aerial perspective to simulate a type of depth perception and investigated the relationship between distance and color perception. The applicability of our proposed method was demonstrated in experimental results.

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Multiview Stereo Matching on Mobile Devices Using Parallel Processing on Embedded GPU (임베디드 GPU에서의 병렬처리를 이용한 모바일 기기에서의 다중뷰 스테레오 정합)

  • Jeon, Yun Bae;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1064-1071
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    • 2019
  • Multiview stereo matching algorithm is used to reconstruct 3D shape from a set of 2D images. Conventional multiview stereo algorithms have been implemented on high-performance hardware due to the heavy complexity that contains a large number of calculations in each step. However, as the performance of mobile graphics processors has recently increased rapidly, complex computer vision algorithms can now be implemented on mobile devices like a smartphone and an embedded board. In this paper we parallelize an multiview stereo algorithm using OpenCL on mobile GPU and provide various optimization techniques on the embedded hardware with limited resource.

An Effective Parallel Implementation of Sound Synthesis of Guitar using GPU (GPU를 이용한 기타의 음 합성을 위한 효과적인 병렬 구현)

  • Kang, Sung-Mo;Kim, Jong-Myon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.8
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    • pp.1-8
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    • 2013
  • This paper proposes an effective parallel implementation of a physical modeling synthesis of guitar on the GPU environment. We used appropriate filter coefficients and adjusted the length of delay line for each open string to generate 44,100 six-polyphonic guitar sounds (E2, A2, D3, G4, B3, E4) by using physical modeling synthesis. In addition, we analyzed the physical modeling synthesis algorithm and observed that we can exploit parallelism inherent in the length of delay line. Thus, we assigned CUDA cores as many as the length of delay line and effectively implemented the physical modeling synthesis using GPU to achieve the highest performance. Experimental results indicated that synthetic guitar sounds using GPU were very similar to the original sounds when we compared their spectra. In addition, GPU achieved 68x and 3x better performance than high-performance TI DSP and CPU, respectively. Furthermore, this paper implemented and evaluated the performance of multi-GPU systems for the physical modeling algorithm.