• Title/Summary/Keyword: Image Rendering

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Ambient Occlusion Volume Rendering using Multi-Range Statistics (다중 영역 통계량을 이용한 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.27-35
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    • 2015
  • This study presents a volume rendering method using ambient occlusion which is one of global illumination methods. By considering the volume density distribution as normal distribution, ambient occlusion can be calculated at real-time speed regardless of modification of opacity transfer function. We calculate and store the averages and standard deviations of densities in a block centered at each voxel in pre-processing time. In rendering process, we determine the illumination value by estimating the nearby opacity. We generalized theoretical model and generated better quality images improving our previous research. In detail, various shapes of transfer function can be used due to the proposed equation model. Moreover, we introduced a multi-range model to give nearer objects more weight. As the result, more realistic volume rendering image can be generated at real-time speed by mixing local and ambient occlusion shading.

Comparison of Distance Transforms in Space-leaping for High Speed Fetal Ultrasound Volume Visualization (고속 초음파 태아영상 볼륨 가시화를 위한 공간도약 거리변환 비교)

  • Park, Hye-Jin;Song, Soo-Min;Kim, Myoung-Hee
    • Journal of the Korea Society for Simulation
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    • v.16 no.3
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    • pp.57-63
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    • 2007
  • In real time rendering of fetus the empty space leaping while traversing a ray is most frequently used accelerating technique. The main idea is to skip empty voxel samples which do not contribute the result image and it speeds up the rendering time by avoiding sampling data while traversing a ray in the empty region, saving a substantial number of interpolations. Calculating the distance from the nearest object boundary for every yokel can reduce the sampling operation. Among widely-well-known distance maps, those estimates the true distance, such as euclidean distance, takes a long time to compute because of the complicated floating-point operations, and others which uses approximated distance functions, such as city-block and chessboard, provides faster computation time but sampling error may can occur. In this paper, therefore, we analyze the characteristics of several distance maps and compare the number of samples and rendering time. And we aim to suggest the most appropriate distance map for rendering of fetus in ultrasound image.

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Hole-Filling Method for Depth-Image-Based Rendering for which Modified-Patch Matching is Used (개선된 패치 매칭을 이용한 깊이 영상 기반 렌더링의 홀 채움 방법)

  • Cho, Jea-Hyung;Song, Wonseok;Choi, Hyuk
    • Journal of KIISE
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    • v.44 no.2
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    • pp.186-194
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    • 2017
  • Depth-image-based rendering is a technique that can be applied in a variety of 3D-display systems. It generates the images that have been captured from virtual viewpoints by using a depth map. However, disoccluded hole-filling problems remain a challenging issue, as a newly exposed area appears in the virtual view. Image inpainting is a popular approach for the filling of the hole region. This paper presents a robust hole-filling method that reduces the error and generates a high quality-virtual view. First, the adaptive-patch size is decided using the color and depth information. Also, a partial filling method for which the patch similarity is used is proposed. These efforts reduce the error occurrence and the propagation. The experiment results show that the proposed method synthesizes the virtual view with a higher visual comfort compared with the existing methods.

Processing Techniques of Layer Channel Image for 3D Image Effects (3D 영상 효과를 위한 레이어 채널 이미지의 처리 기법)

  • Choi, Hak-Hyun;Kim, Jung-Hee;Lee, Myung-Hak
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.272-281
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    • 2008
  • A layer channel, which can express effects on 3D image, is inserted to use it on application rendering effectively. The current method of effect rendering requires individual sources in storage and image processing, because it uses individual and mixed management of images and effects. However, we can save costs and improve results in images processing by processing both image and layer channels together. By changing image format to insert a layer channel in image and adding a hide function to conceal the layer channel and control to make it possible to approach image and layer channels simultaneously during loading image and techniques hiding the layer channel by changing image format with simple techniques, like alpha blending, etc., it is developed to improve reusability and be able to be used in all programs by combining the layer channel and image together, so that images in changed format can be viewed in general image viewers. With the configuration, we can improve processing speed by introducing image and layer channels simultaneously during loading images, and reduce the size of source storage space for layer channel images by inserting a layer channel in 3D images. Also, it allows managing images in 3D image and layer channels simultaneously, enabling effective expressions, and we can expect to use it effectively in multimedia image used in practical applications.

Efficient Maximum Intensity Projection using SIMD Instruction and Streaming Memory Transfer (단일 명령 복수 데이터 연산과 순차적 메모리 참조를 이용한 효율적인 최대 휘소 투영 볼륨 가시화)

  • Kye, Hee-Won
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.512-520
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    • 2009
  • Maximum intensity projection (MIP) is a volume rendering method which extracts maximum values along the viewing direction through volume data. It visualizes high-density structures, such as angio-graphic datasets so that it is frequently used in medical imaging systems. We have proposed an efficient two-step MIP acceleration method that uses the recent CPUs. First, we exploited SIMD instructions to reduce conditional branch instructions which take up a considerable part of whole rendering process, so that we improved rendering speed. Second, we proposed a new method, which accesses volume and image data successively by modifying the shear-warp rendering. This method improves memory access patterns so that cache misses are reduced. Using the current CPUs, our method improved the rendering speed by a factor of 7 than that of the shear-warp rendering.

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GPU based Maximum Intensity Projection using Clipping Plane Re-rendering Method (절단면 재렌더링 기법을 이용한 GPU 기반 MIP 볼륨 렌더링)

  • Hong, In-Sil;Kye, Hee-Won;Shin, Yeong-Gil
    • Journal of Korea Multimedia Society
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    • v.10 no.3
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    • pp.316-324
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    • 2007
  • Maximum Intensity Projection (MIP) identifies patients' anatomical structures from MR or CT data sets. Recently, it becomes possible to generate MIP images with interactive speed by exploiting Graphics Processing Unit (GPU) even in large volume data sets. Generally, volume boundary plane is obliquely crossed with view-aligned texture plane in hardware-texture based volume rendering. Since the ray sampling distance is not increased at volume boundary in volume rendering, the aliasing problem occurs due to data loss. In this paper, we propose an efficient method to overcome this problem by Re-rendering volume boundary planes. Our method improves image quality to make dense distances between samples near volume boundary which is a high frequency area. Since it is only 6 clipping planes are additionally needed for Re-rendering, high quality rendering can be performed without sacrificing computational efficiency. Furthermore, our method couldbe applied to Minimum Intensity Projection (MinIP) volume rendering.

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Sample thread based real-time BRDF rendering (샘플 쓰레드 기반 실시간 BRDF 렌더링)

  • Kim, Soon-Hyun;Kyung, Min-Ho;Lee, Joo-Haeng
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.3
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    • pp.1-10
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    • 2010
  • In this paper, we propose a novel noiseless method of BRDF rendering on a GPU in real-time. Illumination at a surface point is formulated as an integral of BRDF producted with incident radiance over the hemi-sphere domain. The most popular method to compute the integral is the Monte Carlo method, which needs a large number of samples to achieve good image quality. But, it leads to increase of rendering time. Otherwise, a small number of sample points cause serious image noise. The main contribution of our work is a new importance sampling scheme producing a set of incoming ray samples varying continuously with respect to the eye ray. An incoming ray is importance-based sampled at different latitude angles of the eye ray, and then the ray samples are linearly connected to form a curve, called a thread. These threads give continuously moving incident rays for eye ray change, so they do not make image noise. Since even a small number of threads can achieve a plausible quality and also can be precomputed before rendering, they enable real-time BRDF rendering on the GPU.

Quadtree-based Terrain Visualization Using Vertex Multiplication (정점증식을 이용한 사진트리 기반 지형 시각화 기법)

  • Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.27-33
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    • 2009
  • In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level-of-detail selection and view frustum culling. However, most applications using quadtrees are performed by the CPU, since the hierarchical data structure cannot be manipulated in a programmable rendering pipeline. For this reason, quadtree-based methods show lower performance and higher dependancy of CPU in comparison to GPU-based methods. We present a quadtree-based terrain-rendering method for GPU execution that uses vertex multiplication. It offers higher performance than previous CPU-based quadtree methods, without loss of image quality.

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An Efficient Rendering Method for Anisotropic Volume Data in 3D Medical Imaging (3차원 의학영상 처리에서 사용되는 비균등 볼륨 데이터를 위한 효율적인 렌더링 방법)

  • 김태영;신병석
    • Journal of Biomedical Engineering Research
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    • v.23 no.6
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    • pp.491-498
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    • 2002
  • In medical visualization fields, anisotropic volume data are more common than isotropic ones. In this paper, we propose an efficient rendering method for anisotropic volume data, which directly computes the intensity of intermediate samples by interpolating the intensity of two corresponding voxels on consecutive slices. Unlike conventional rendering method, it does not require a preprocessing step for generating intermediate slices or additional memory for storing them. In order to evaluate the validity and performance of our method, we applied the method to shear-warp rendering algorithm. Experimental results show that this method improves rendering speed without significantly sacrificing the image quality.