• Title/Summary/Keyword: Image Rendering

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A Adaptive Rendering Image Processing for Based on the Mobile (모바일을 기반으로 하는 적응적인 렌더링 영상 처리)

  • Ju, Heon-Sig;Kim, Ha-Jin
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.425-432
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    • 2003
  • This paper presents an EMR(Electronic Medical Record) chart for efficient PDA through the quad tree image rendering based on the mobile. Using the intermediate image space algorithm instead of the final one for volume rendering, we have solved the probems of th eholes coming from the point-to-point to mapping. The quad-tree based on the delta-tree efficiently represents volume expressions and results in higher compression effects. With the volume rendering, we can decrease the rendering time and get a higher quality and efficiency for PDA through image based rendering.

High-quality Shear-warp Volume Rendering Using Efficient Supersampling and Pre-integration Technique (효율적인 수퍼샘플링과 선-적분을 이용한 고화질 쉬어-왑 분해 볼륨 렌더링)

  • Kye, Hee-Won;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.971-981
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    • 2006
  • As shear-warp volume rendering is the fastest rendering method among the software based approaches, image quality is not good as that of other high-quality rendering methods. In this paper, we propose two methods to improve the image quality of shear-warp volume rendering without sacrificing computational efficiency. First, supersampling is performed in intermediate image space. We propose an efficient method to transform between volume and image coordinates at the arbitrary ratio. Second, we utilize pre-integrated rendering technique for shear-warp rendering. We propose new data structure called overlapped min-max map. Using this structure, empty space leaping can be performed so that we can maintain the rendering speed even though pre-integrated rendering is applied. Consequently, shear-warp rendering can generate high-qualify images comparable to those generated by the ray-casting without degrading speed.

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Accelerating Depth Image-Based Rendering Using GPU (GPU를 이용한 깊이 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.853-858
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    • 2006
  • In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation(DIBR) of 3D graphic object using graphic processing unit(GPU). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modem GPU and programmable shader support, we develop an efficient hardware-accelerating rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.

Enhanced Image Mapping Method for Computer-Generated Integral Imaging System (집적 영상 시스템을 위한 향상된 이미지 매핑 방법)

  • Lee Bin-Na-Ra;Cho Yong-Joo;Park Kyoung-Shin;Min Sung-Wook
    • The KIPS Transactions:PartB
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    • v.13B no.3 s.106
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    • pp.295-300
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    • 2006
  • The integral imaging system is an auto-stereoscopic display that allows users to see 3D images without wearing special glasses. In the integral imaging system, the 3D object information is taken from several view points and stored as elemental images. Then, users can see a 3D reconstructed image by the elemental images displayed through a lens array. The elemental images can be created by computer graphics, which is referred to the computer-generated integral imaging. The process of creating the elemental images is called image mapping. There are some image mapping methods proposed in the past, such as PRR(Point Retracing Rendering), MVR(Multi-Viewpoint Rendering) and PGR(Parallel Group Rendering). However, they have problems with heavy rendering computations or performance barrier as the number of elemental lenses in the lens array increases. Thus, it is difficult to use them in real-time graphics applications, such as virtual reality or real-time, interactive games. In this paper, we propose a new image mapping method named VVR(Viewpoint Vector Rendering) that improves real-time rendering performance. This paper describes the concept of VVR first and the performance comparison of image mapping process with previous methods. Then, it discusses possible directions for the future improvements.

A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

Expression of Cartoon Rendering Method in Image Contents (영상 콘텐츠에서 카툰 렌더링기법의 활용)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.142-151
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    • 2007
  • The rapid development of 3D computer graphics makes traditional cell-animations expressed by several digital techniques and makes traditional cell-animations expand their own area through several continuous tries. There are two types in rendering method. The one is Photorealistic rendering to realize accurate images like photos and the other is Non-photorealistic rendering to realize human's flair and artistry. This paper examines applications of cartoon rendering techniques among several Non-photorealistic rendering techniques. This paper analyzes production cases and examines features of cartoon rendering techniques in the latest movies, games and advertisements of image contents. And this paper will be able to help making more sensual, familiar and in-depth products, as understanding applications, merits and demerits of the latest cartoon rendering techniques through these investigations.

Study on Compositing Editing of 360˚ VR Actual Video and 3D Computer Graphic Video (360˚ VR 실사 영상과 3D Computer Graphic 영상 합성 편집에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.255-260
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    • 2019
  • This study is about an efficient synthesis of $360^{\circ}$ video and 3D graphics. First, the video image filmed by a binocular integral type $360^{\circ}$ camera was stitched, and location values of the camera and objects were extracted. And the data of extracted location values were moved to the 3D program to create 3D objects, and the methods for natural compositing was researched. As a result, as the method for natural compositing of $360^{\circ}$ video image and 3D graphics, rendering factors and rendering method were derived. First, as for rendering factors, there were 3D objects' location and quality of material, lighting and shadow. Second, as for rendering method, actual video based rendering method's necessity was found. Providing the method for natural compositing of $360^{\circ}$ video image and 3D graphics through this study process and results is expected to be helpful for research and production of $360^{\circ}$ video image and VR video contents.

Post-Rendering 3D Warping using Projective Texture (투영 텍스춰를 이용한 렌더링 후 3차원 와핑)

  • Park, Hui-Won;Ihm, In-Seong
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.8
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    • pp.431-439
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    • 2002
  • Due to the recent development of graphics hardware, real-time rendering of complex scenes is still a challenging task. As results of researches on image based rendering, the rendering schemes based on post-rendering 3D warping have been proposed. In general, these methods produce good rendering results. However, they are not appropriate for real-time rendering since it is not easy to accelerate the time-consuming algorithms within graphics subsystem. As an attempt to resolve this problem of the post-rendering 3D warping technique, we present a new real-time scheme based on projective texture. In our method, two reference images obtained by rendering complicated objects at two consecutive points of time are used. Rendering images of high quality for intermediate points of time are obtained by projecting the reference images onto a simplified object, and then blending the resulting images. Our technique will be effectively used in developing real-time graphics applications such as 3D games and virtual reality software and so on.

An efficient space-leaping method using double leaping (이중 도약을 이용한 효율적인 공간 도약법)

  • 이정진;신병석;신영길
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.3_4
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    • pp.109-116
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    • 2003
  • Space leaping is one of accelerated image-order volume rendering. This method accelerates rendering speed by finding and leaping the empty space. Although its rendering speed is very fast, it takes long pre-processing time to make the data structure to leap the space. In this paper we propose the look-ahead sampling algorithm to double the leaping distance comparing with previous approaches. This algorithm reduces the preprocessing time to make the distance map without significant changes of rendering time. Also, it accelerates the rendering time.

Comparative Analysis of Three-Dimensional Real-Time Rendering Methods

  • Kim, Gum-Young;Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.23-32
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    • 2022
  • Image production using three-dimensional (3D) programs undergoes a process called rendering to visualize 3D data. Because this process is time-consuming and costly, the reduction of rendering cost has emerged as an important problem that requires resolution. This work aims to overcome the limitations of the current 3D image production pipeline and propose a method for reducing the production time by adopting a game engine for real-time rendering. In the experiment conducted in this study, rendering using Maya (a 3D production program) and Unity were compared and analyzed. The analysis results indicate that Unity enables rendering in real time; consequently, the rendering cost is reduced. Moreover, the quality of the rendered image is similar to that produced by Maya. The proposed technique involves reducing the render time and providing guidance through access to a real-time rendering engine.