• Title/Summary/Keyword: Color Rendering

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A Real-time Soft Shadow Rendering Method under the Area Lights having an Arbitrary Shape (임의의 모양을 가지는 면광원 하의 실시간 부드러운 그림자 생성 방법)

  • Chun, Youngjae;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.77-84
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    • 2014
  • Presence of soft shadow effects from an area light makes virtual scenes look more realistic. However, since computation of soft shadow effects takes a long time, acceleration methods are required to apply it to real-time 3D applications. Many researches assumed that area lights are white rectangles. We suggest a new method which renders soft shadows under the area light source having arbitrary shape and color. In order to approximate visibility test, we use a shadow mapping result near a pixel. Complexity of shadow near a pixel is used to determine degree of precision of our visibility estimation. Finally, our method can present more realistic soft shadows for the area light that have more general shape and color in real-time.

A Pixel Cache Architecture with Selective Loading Scheme based on Z-test (깊이 검사 결과에 의한 선택적 적재 방법을 가지는 픽셀 캐쉬 구조)

  • 이길환;박우찬;김일산;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.10
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    • pp.579-585
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    • 2003
  • Recently most of 3D graphics rendering Processors have the pixel cache storing depth data and color data to reduce the memory latency and the bandwidth requirement. In this paper, we propose the effective pixel cache for improving the performance of a rendering processor. The proposed cache system stores the depth data selectively based on the result of Z-test and the color data are stored into the auxiliary buffer. Simulation results show that the 16Kbyte proposed cache system provides better performance than the 32Kbyte conventional cache.

Development of a Multi-view Image Generation Simulation Program Using Kinect (키넥트를 이용한 다시점 영상 생성 시뮬레이션 프로그램 개발)

  • Lee, Deok Jae;Kim, Minyoung;Cho, Yongjoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.818-819
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    • 2014
  • Recently there are many works conducted on utilizing the DIBR (Depth-Image-Based Rendering) based intermediate images for the three-dimensional displays that do not require the use of stereoscopic glasses. However the prior works have used expensive depth cameras to obtain high-resolution depth images since DIBR-based intermediate image generation method requires the accuracy for depth information. In this study, we have developed the simulation to generate multi-view intermediate images based on the depth and color images using Microsoft Kinect. This simulation aims to support the acquisition of multi-view intermediate images utilizing the low-resolution depth and color image from Kinect, and provides the integrated service for the quality evaluation of the intermediate images. This paper describes the architecture and the system implementation of this simulation program.

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Interactive Pixel-unit AR Lip Makeup System Using RGB Camera

  • Nam, Hyeongil;Lee, Jeongeun;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1042-1051
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    • 2020
  • In this paper, we propose an AR (Augmented Reality) lip makeup using bare hands interactively using an RGB camera. Unlike previous interactive makeup studies, this interactive lip makeup system is based on an RGB camera. Also, the system controls the makeup area in pixels, not in polygon-units. For pixel-unit controlling, the system also proposed a 'Rendering Map' that can store the relative position of the touched hand relative to the lip landmarks. With the map, the part to be changed in color can be specified in the current frame. And the lip color of the corresponding area is adjusted, even if the movement of the face changes in the next frame. Through user experiments, we compare quantitatively and qualitatively our makeup method with the conventional polygon-unit method. Experimental results demonstrate that the proposed method enhances the quality of makeup with a little sacrifice of computational complexity. It is confirmed that natural makeup similar to the actual lip makeup is possible by dividing the lip area into more detailed areas. Furthermore, the method can be applied to make the face makeup of other areas more realistic.

Effective Depth of Field Implementation Based on Standard Normal Distribution and Multiple Layers (표준 정규 분포 및 다층 레이어 기반의 효과적인 피사계 심도 구현)

  • Choi, Mookang;Kim, Yeri;Kim, Minji;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.53-62
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    • 2020
  • This paper proposes on the implementation method of depth of field effect based on backward mapping method available in real-time rendering enviroment using calculation of sampling range based on standard normal distribution and alpha blending of color of layers. To implement the effect, this paper describe how to calculate radius of circle of confusion, establish sampling radius using circle of confusion, and determine color through alpha blending of the multiple layer and denoising.

Attributes and Image of Color Schemes in Neon Color Fashion (네온 컬러 패션에 나타난 배색 특성과 이미지)

  • Kim, Jiseon;Yum, Haejung
    • Journal of Fashion Business
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    • v.19 no.1
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    • pp.122-140
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    • 2015
  • The research is committed to inquire about the attributes of color schemes and their image, and the results are as follows : One, the preference of ranges of neon colors was explicit, and the frequency of use of neon colors distinctively diverged season by season. Two, it was observed that, with neon colors, an achromatic color scheme was a more preferred arrangement. As for chromatic colors, neutral and mid-tone natural colors were more favored since they did not tarnish the properties of neon colors and, yet, more effective exhibiting images in diversity and variety. Three, the neon color fashion generally displayed a dual image: its original classification embellished with neon colors rendering the image of powerful and futuristic sensation. Having been around since the early 2000's, the frequency and range of use of neon colors have been increasing rapidly mostly by the sports, leisure and related industries. Regardless of the fact, neon colors will be rediscovered with a variety of color schemes and expand their application.

Efficient, Color Stable White Organic Light-Emitting Diode Based on High Energy Level Dopant

  • Park, Young-Seo;Kang, Dong-Min;Park, Jong-Won;Kwon, Soon-Ki;Kang, Jae-Wook;Kim, Yun-Hi;Kim, Jang-Joo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.1120-1123
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    • 2008
  • Efficient, color stable multi-EML WOLED have been fabricated using newly synthesized yellowish green dopant Ir(chpy)3 or Ir(mchpy)3. The devices have high external quantum efficiency of 11.7%, color rendering index of 87, variation of CIE coordinate of (0.02, 0.01) between 10 to 5000 cd/m2, and low roll-off in efficiency with increasing brightness.

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High-brightness Phosphor-conversion White Light Source Using InGaN Blue Laser Diode

  • Ryu, Han-Youl;Kim, Dae-Hwan
    • Journal of the Optical Society of Korea
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    • v.14 no.4
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    • pp.415-419
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    • 2010
  • A phosphor-conversion white light source is demonstrated using an InGaN-based blue laser diode (LD) and a yellow-emitting phosphor excited by the blue LD. The photometric and colorimetric properties of this blue-LD-based white light source are characterized. When injection current of the LD is 100 mA, luminous flux and luminous efficiency of the white light are found to be over 5 lm and 10 lm/W, respectively. When injection current is >90 mA, luminance is estimated to be larger than 10 Mcd/$cm^2$. In addition, color characteristics of the white light such as chromaticity coordinates, a correlated color temperature, and a color rendering index are found to be quite stable as current and temperature of the LD varies. The demonstrated LD-based white light source is expected to be used in high-brightness illumination applications with good color stability.

White Light Emission with Quantum Dots: A Review

  • Kim, Nam Hun;Jeong, Jaehak;Chae, Heeyeop
    • Applied Science and Convergence Technology
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    • v.25 no.1
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    • pp.1-6
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    • 2016
  • Quantum dots (QDs) are considered as excellent color conversion and self-emitting materials for display and lighting applications. In this article, various technologies which can be used to realize white light emission with QDs are discussed. QDs have good color purity with a narrow emission spectrum and tunable optical properties with size control capabilities. For white light emission with a color-conversion approach, QDs are combined with blue-emitting inorganic and organic light-emitting diodes (LED) to generate white emission with high energy conversion efficiency and a high color rendering index for various display and lighting applications. Various device structures for self-emitting white QD light-emitting diodes (QD-LED) are also reviewed. Various stacking and patterning technologies are discussed in relation to QD-LED devices.

Painterly Rendering using Density of Edges (에지 밀도를 이용한 회화적 렌더링)

  • Lee, Ho-Chang;Park, Young-Sup;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.10 no.2
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    • pp.187-199
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    • 2007
  • The purpose of painterly rendering is to express real painting work from input image. For expression of real pain ting impression, drawing condition is one of main element. In this paper, we propose new algorithm for using density of edges. Drawing condition of new algorithm uses color difference and density of edges. And for finding next position from current position, we used dynamic grid. We did direction interpolation for coherence direction. Also using various texture brush, we express the feel of a material effective. We show results of images rendered more realistic oil painting effect, and discuss long-term goals for more effective result.

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