• Title/Summary/Keyword: 3D ComputerGraphics

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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.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

Problems of Using Cyberdramaturgy in Modern Foreign Cinematography

  • Portnova, Tatiana V.
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.25-30
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    • 2022
  • The article is devoted to the actual problem of the use of digital technologies in modern cinema in developed countries. The purpose of the study is to identify the essence of the term "cyberdramaturgy" and the problems of its use in modern film production. The research methodology is based on a systematic approach and includes the methods of the general scientific group (analysis, synthesis, deduction, induction), as well as a number of special methods: the method of content analysis of scientific literature on the research topic; sociological survey method; as well as the method of statistical analysis. The results of the survey were analyzed using the Neural Designer program (a tool for advanced statistical analytics) and translated into a graphical diagram format for clarity of perception. Answers in 75 questionnaires were evaluated by the average score for six analysis criteria, which made it possible to bring all the calculations to a 10-point scale. As a result of the study, the author of the article concluded the following: directors believe that the use of cyber analogues of actors and backgrounds leads to the blurring of genres, the hybridization of cinema and animation; directors are also concerned about the problem of replacing the director himself with a special program. The writers are completely concerned with the problem of machine scripting with almost infinite variability beyond the human imagination. Directors-producers believe that the cyberdramaturgy development will lead to completely new standards of cinematic quality, sharply different from the traditional assessment of acting and scene setting, to the appreciation of 3D animation as the highest category in the art. Such innovations actually devalue all international cinematography awards, as cyberdrama reduces the value of cyberactors to zero. It is impossible to bail out an "Oscar" or a "Golden Globe" award for a digital double or a separate cyber model that is used in the film instead of the actors.

Bounding Box based Shadow Ray Culling Method for Real-Time Ray Tracer (실시간 광선추적기를 위한 바운딩 박스 기반의 그림자 검사 컬링 기법)

  • Kim, Sangduk;Kim, Jin-Woo;Park, Woo-Chan;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.85-94
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    • 2013
  • In this paper, we propose a scheme to reduce the number of shadow tests conducted during rendering of ray tracing. The shadow test is a very important process in ray tracing to generate photo-realistic images. In the rendering phase, the ray tracer determines whether to cull the shadow test based on information calculated from a shadow test conducted on the kd-tree in the preprocessing phase. In conventional rendering process, the proposed method can be used with little modification. The proposed method is suitable for a static scene, in which the geometry and light source does not change in the same manner as it does in the conventional method. The validity of the proposed scheme is verified and its performance is evaluated during cycle-accurate simulation. Through experiment results, we found that we could reduce up to 17% of the shadow test.

Fashion-show Animation Generation using a Single Image to 3D Human Reconstruction Technique (이미지에서 3차원 인물복원 기법을 사용한 패션쇼 애니메이션 생성기법)

  • Ahn, Heejune;Minar, Matiur Rahman
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.17-25
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    • 2019
  • In this paper, we introduce the technology to convert a single human image into a fashion show animation video clip. The technology can help the customers confirm the dynamic fitting result when combined with the virtual try on technique as well as the interesting experience to a normal person of being a fashion model. We developed an extended technique of full human 2D to 3D inverse modeling based on SMPLify human body inverse modeling technique, and a rigged model animation method. The 3D shape deformation of the full human from the body model was performed by 2 part deformation in the image domain and reconstruction using the estimated depth information. The quality of resultant animation videos are made to be publically available for evaluation. We consider it is a promising approach for commercial application when supplemented with the post - processing technology such as image segmentation technique, mapping technique and restoration technique of obscured area.

Density Estimation Technique for Effective Representation of Light In-scattering (빛의 내부산란의 효과적인 표현을 위한 밀도 추정기법)

  • Min, Seung-Ki;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.9-20
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    • 2010
  • In order to visualize participating media in 3D space, they usually calculate the incoming radiance by subdividing the ray path into small subintervals, and accumulating their respective light energy due to direct illumination, scattering, absorption, and emission. Among these light phenomena, scattering behaves in very complicated manner in 3D space, often requiring a great deal of simulation efforts. To effectively simulate the light scattering effect, several approximation techniques have been proposed. Volume photon mapping takes a simple approach where the light scattering phenomenon is represented in volume photon map through a stochastic simulation, and the stored information is explored in the rendering stage. While effective, this method has a problem that the number of necessary photons increases very fast when a higher variance reduction is needed. In an attempt to resolve such problem, we propose a different approach for rendering particle-based volume data where kernel smoothing, one of several density estimation methods, is explored to represent and reconstruct the light in-scattering effect. The effectiveness of the presented technique is demonstrated with several examples of volume data.

A New Network Bandwidth Reduction Method of Distributed Rendering System for Scalable Display (확장형 디스플레이를 위한 분산 렌더링 시스템의 네트워크 대역폭 감소 기법)

  • Park, Woo-Chan;Lee, Won-Jong;Kim, Hyung-Rae;Kim, Jung-Woo;Han, Tack-Don;Yang, Sung-Bong
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.10
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    • pp.582-588
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    • 2002
  • Scalable displays generate large and high resolution images and provide an immersive environment. Recently, scalable displays are built on the networked clusters of PCs, each of which has a fast graphics accelerator, memory, CPU, and storage. However, the distributed rendering on clusters is a network bound work because of limited network bandwidth. In this paper, we present a new algorithm for reducing the network bandwidth and implement it with a conventional distributed rendering system. This paper describes the algorithm called geometry tracking that avoids the redundant geometry transmission by indexing geometry data. The experimental results show that our algorithm reduces the network bandwidth up to 42%.

A Review of Computational Phantoms for Quality Assurance in Radiology and Radiotherapy in the Deep-Learning Era

  • Peng, Zhao;Gao, Ning;Wu, Bingzhi;Chen, Zhi;Xu, X. George
    • Journal of Radiation Protection and Research
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    • v.47 no.3
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    • pp.111-133
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    • 2022
  • The exciting advancement related to the "modeling of digital human" in terms of a computational phantom for radiation dose calculations has to do with the latest hype related to deep learning. The advent of deep learning or artificial intelligence (AI) technology involving convolutional neural networks has brought an unprecedented level of innovation to the field of organ segmentation. In addition, graphics processing units (GPUs) are utilized as boosters for both real-time Monte Carlo simulations and AI-based image segmentation applications. These advancements provide the feasibility of creating three-dimensional (3D) geometric details of the human anatomy from tomographic imaging and performing Monte Carlo radiation transport simulations using increasingly fast and inexpensive computers. This review first introduces the history of three types of computational human phantoms: stylized medical internal radiation dosimetry (MIRD) phantoms, voxelized tomographic phantoms, and boundary representation (BREP) deformable phantoms. Then, the development of a person-specific phantom is demonstrated by introducing AI-based organ autosegmentation technology. Next, a new development in GPU-based Monte Carlo radiation dose calculations is introduced. Examples of applying computational phantoms and a new Monte Carlo code named ARCHER (Accelerated Radiation-transport Computations in Heterogeneous EnviRonments) to problems in radiation protection, imaging, and radiotherapy are presented from research projects performed by students at the Rensselaer Polytechnic Institute (RPI) and University of Science and Technology of China (USTC). Finally, this review discusses challenges and future research opportunities. We found that, owing to the latest computer hardware and AI technology, computational human body models are moving closer to real human anatomy structures for accurate radiation dose calculations.

A K-Ray Image Reconstruction by the Direct Detection Method (직접검출방식(直接檢出方式)에 의한 X선영상(X線影像)의 재구성(再構成)에 관(關)한 연구(硏究))

  • Kang, Hee-Doo
    • Journal of radiological science and technology
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    • v.14 no.1
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    • pp.61-72
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    • 1991
  • In this paper, the rotating plate method extracting signal and reconstructing original image was proposed. The rotating methode has cell detector array each of which has used in the medical diagnosis X-ray photography. The major problem using the simple horizontal moving or non-moving methode is the size and number of detector cells which have the considerable affection on the sharpness and resolution of the reconstructed image. Secondary, the estimated pixel values of non-detected real points which are placed between detector cells will be the distorted pixels in the reconstructed image. Therefore, the proposed rotating plate method has the exact distribution on the uncertain pixels which were reconstructed by conventional methods to solve there problems. And then, the image using the rotated plate's cell out put signal was reconstructed on the computer simulation. The method will rotated the detector array plate to solve the reconstruction from the detector size and number of conventional methods. The result of simulation has estimated the original pixel position and 81 pixel/mm resolution which the reconsiderlation of the detector's moving orientation, the proposed method has 25 pixel/mm resolution. These results have been represented by 3-D computer graphics.

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