• Title/Summary/Keyword: Context rendering

Search Result 16, Processing Time 0.027 seconds

Realistic Soap Bubble Appearance using Background Scene and Kelvin Temperature Matching

  • Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.265-270
    • /
    • 2021
  • VR and AR contents provide a rich user experience [1]. Realistic content with human computer interaction and immersion provides an improved user experience, but there is a limit to producing all elements realistically. In this study, we propose a method to advance the rendering of immersive content using background color information [2]. First, the elements necessary for Kelvin temperature rendering are derived from the color and background as context elements, and the rendering effect has been realized in the soap bubble. For soap bubbles Kelvin temperature rendering, the average color of the background is extracted and the color with the highest similarity is applied by comparing the main color and Kelvin temperature.

Per-Object Transparency in Visualization of Segmented Volumes (분할된 볼륨의 가시화에서 객체당 투명도)

  • Jeong Dongkyun;Shin Yeong Gil;Lee Cheol-Hi
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.9
    • /
    • pp.1239-1247
    • /
    • 2005
  • Basically, objects are discriminated by transfer functions in volume rendering . However, in some cases objects cannot be discriminated only with transfer functions. In these cases, objects are pre-segmented with other methods, and visualized based on the segmentation information. In this paper we present a way of assigning per-object transparency in visualization of segmented volumes. Semi-transparent rendering is used to effectively give context information about the observed object. Per-object transparency can be used as a very effective visualization tool especially when it is difficult to adjust transfer functions to make the object semi-transparent. We present several interpretations of the meaning of per-object transparency, and corresponding variations of the algorithm. We show that efficient implementations for interactive use are possible, by presenting an implementation using general graphics hardware.

  • PDF

Six-degree-of-freedom Haptic Rendering using Translational and Generalized Penetration Depth Computation (선형 및 일반형 침투깊이를 이용한 6자유도 햅틱 렌더링 알고리즘)

  • Li, Yi;Lee, Youngeun;Kim, Young J.
    • The Journal of Korea Robotics Society
    • /
    • v.8 no.3
    • /
    • pp.173-178
    • /
    • 2013
  • We present six-degree-of-freedom (6DoF) haptic rendering algorithms using translational ($PD_t$) and generalized penetration depth ($PD_g$). Our rendering algorithm can handle any type of object/object haptic interaction using penalty-based response and makes no assumption about the underlying geometry and topology. Moreover, our rendering algorithm can effectively deal with multiple contacts. Our penetration depth algorithms for $PD_t$ and $PD_g$ are based on a contact-space projection technique combined with iterative, local optimization on the contact-space. We circumvent the local minima problem, imposed by the local optimization, using motion coherence present in the haptic simulation. Our experimental results show that our methods can produce high-fidelity force feedback for general polygonal models consisting of tens of thousands of triangles at near-haptic rates, and are successfully integrated into an off-the-shelf 6DoF haptic device. We also discuss the benefits of using different formulations of penetration depth in the context of 6DoF haptics.

GPU-based Image-space Collision Detection among Closed Objects (GPU를 이용한 이미지 공간 충돌 검사 기법)

  • Jang, Han-Young;Jeong, Taek-Sang;Han, Jung-Hyun
    • Journal of the HCI Society of Korea
    • /
    • v.1 no.1
    • /
    • pp.45-52
    • /
    • 2006
  • This paper presents an image-space algorithm to real-time collision detection, which is run completely by GPU. For a single object or for multiple objects with no collision, the front and back faces appear alternately along the view direction. However, such alternation is violated when objects collide. Based on these observations, the algorithm propose the depth peeling method which renders the minimal surface of objects, not whole surface, to find colliding. The Depth peeling method utilizes the state-of-the-art functionalities of GPU such as framebuffer object, vertexbuffer object, and occlusion query. Combining these functions, multi-pass rendering and context switch can be done with low overhead. Therefore proposed approach has less rendering times and rendering overhead than previous image-space collision detection. The algorithm can handle deformable objects and complex objects, and its precision is governed by the resolution of the render-target-texture. The experimental results show the feasibility of GPU-based collision detection and its performance gain in real-time applications such as 3D games.

  • PDF

Service Rendering Study for Adaptive Service of 3D Graphics Contents in Middleware (3D 그래픽 콘텐츠의 적응적 서비스를 위한 미들웨어에서의 서비스 렌더링 연구)

  • Kim, Hak-Ran;Park, Hwa-Jin;Yoon, Yong-Ik
    • The KIPS Transactions:PartA
    • /
    • v.14A no.5
    • /
    • pp.279-286
    • /
    • 2007
  • The need of contents adaptation in ubiquitous environments is growing to support multiple target platforms for 3D graphics contents. Since 3D graphics deal with a large data set md a high performance, a service adaptation for context changing is required to manipulate graphics contents with a more complicated method in multiple devices such as desktops, laptops, PDAs, mobile phones, etc. In this paper, we suggest a new notion of service adaptation middleware based on service rendering algorithm, which provides a flexible and customized service for user-centric 3D graphics contents. The service adaptation middleware consists of Service Adaptation(SA) for analyzing environments and Service Rendering(SR) for reconfiguring customized services by processing customized data. These adaptation services are able to intelligently and dynamically support the same computer graphics contents with good quality, when user environments are changed.

Uncertainty Management Technology in Mobile Context-Awareness Computing (모바일 상황인식 컴퓨팅에서의 불확실성 관리 기법)

  • Kim, Hoon-Kyu;Won, Yoo-Hun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.9
    • /
    • pp.111-120
    • /
    • 2013
  • Uncertainty in Context-aware computing is mainly a consequence of the complexity of context acquisition mechanisms and context processing. The presence of uncertainty may harm the users' confidence in the application, rendering it useless. This paper describes a three-phase strategy to manage uncertainty by identifying its possible sources, representing uncertain information, and determining how to proceed, once uncertain context is detected. The level of effort that is necessary to eliminate the uncertainty of context information affects the reliability of the system, because Sensor network system have no intervention of humans. In this paper, We applied proposed method to the development for the sensor network system, Uncertainty management can be applied a part of the system development life-cycle. It confirmed that result of testing show that detection performance is stable.

Focus+context volume rendering for medical simulation based on Unity game engine (유니티 게임 엔진 기반의 의료 시뮬레이션을 위한 초점 배경 볼륨 가시화)

  • Ha, Tae-Jun;Kye, Heewon
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.65-74
    • /
    • 2018
  • As commercial game engines become available to the public, attempts have been made to use it for general purpose research. This study uses the game engine to develop a medical simulation. Specifically, when the user selects an important portion of the human body, the focus+context visualization is applied to the volume data. We proposes the accumulation based method to make the background part more transparent and naturally fuse it with the focus part. Since the proposed method combines well with the existing volume visualization, the virtual surgery function such as incision is performed smoothly. The game engine is useful for general-purpose research, because auxiliary functions such as collision handling and UI can be efficiently created with the help of it.

Building up an academic discipline on material assemblages: modern Europe's museum developments and 'museology'

  • Kim, Seong Eun
    • Cross-Cultural Studies
    • /
    • v.36
    • /
    • pp.61-95
    • /
    • 2014
  • At the turn of the century in which European colonialism was reaching its zenith and modernization was gathering speed, public museums were institutionalized. This paper looks into the part these European modern museums played in territorializing academic disciplines like anthropology and art history. The museums to deal with are the British Museum and the National Gallery in London, Mus?e du Louvre in Paris, and Museumsinsel in Berlin. Rather than in-depth detailed analysis of each museum, the aim is to explore the ways in which these museological institutions interacting with modern disciplines in the wider colonial context objectified other cultures and formulated a framework of the world through classification and comparison of material things, on the basis of the judgement of their artistic values. This exploration is also to rethink theoretical positions and perspectives on the museum in Korea. It is remarkable in Europe that such academic fields as history, art history, anthropology and cultural studies look for new possibilities of museology in conjunction with the recent proliferation of studies on the museum as a medium to construct and deconstruct knowledge. Meanwhile, the mammoth European museums which are often considered a stronghold of museology advocate the 'universal museum' themselves, quite the modern idea but in a revised rendering. Under these circumstances, this paper seeks to shed light on the definition of the museum as an arena in which scholarly discourses about art, culture and history can be created and contested, on the effectiveness of the museum as a communication medium in a postcolonial era, and on the need to pay trans-disciplinary attention to the museum in its broadest sense.

Effect of Citrus macroptera Fruit Pulp Juice on Alteration of Caspase Pathway Rendering Anti-Proliferative Activity against Ehrlich's Ascites Carcinoma in Mice

  • Hasan, Md. Mahmudul;Islam, Md. Shihabul;Hoque, Kazi Md. Faisal;Haque, Ariful;Reza, Md Abu
    • Toxicological Research
    • /
    • v.35 no.3
    • /
    • pp.271-277
    • /
    • 2019
  • Citrus macroptera (Rutaceae) has long been used in folk medicine in Bangladesh. Considering the folkloric context, this study was aimed to scrutinize anti-proliferative activity of C. macroptera fruit pulp juice (CMFPJ) against Ehrlich's ascites carcinoma (EAC). The anti-proliferative capacity of CMFPJ was investigated and confirmed primarily using MTT assay. In vivo anti-proliferative aptitude of CMFPJ was investigated with 25, 50, and 100 mg/kg/day intraperitoneal (i.p.) treatment. Anti-proliferative efficacy of CMFPJ was assessed based on EAC growth inhibition. CMFPJ inhibited EAC growth in vitro in a dose-dependent manner. And the percentages of in vivo EAC growth inhibition were 19.53, 49.2, and 68.9% at 25, 50, and 100 mg/kg CMFPJ respectively. CMFPJ significantly induced expression of apoptosis regulatory genes caspase-8, caspase-9, cytochrome-c, and caspase-3. This considerable anti-cancer activity was perhaps due to combinatorial effect of lectin, polyphenols, and flavonoids present in CMFPJ.

Large Point Cloud-based Pipe Shape Reverse Engineering Automation Method (대용량 포인트 클라우드 기반 파이프 형상 역설계 자동화 방법 연구)

  • Kang, Tae-Wook;Kim, Ji-Eum
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.3
    • /
    • pp.692-698
    • /
    • 2016
  • Recently, the facility extension construction and maintenance market portion has increased instead of decreased the newly facility construction. In this context, it is important to examine the reverse engineering of MEP (Mechanical Electrical and Plumbing) facilities, which have the high operation and management cost in the architecture domains. The purpose of this study was to suggest the Large Point Cloud-based Pipe Shape Reverse Engineering Method. To conduct the study, the related researches were surveyed and the reverse engineering automation method of the pipe shapes considering large point cloud was proposed. Based on the method, the prototype was developed and the results were validated. The proposed method is suitable for large data processing considering the validation results because the rendering performance standard deviation related to the 3D point cloud massive data searching was 0.004 seconds.