• Title/Summary/Keyword: Image Rendering

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An Approximation Technique for Real-time Rendering of Phong Reflection Model with Image-based Lighting (영상 기반 조명을 적용한 퐁 반사 모델의 실시간 렌더링을위한 근사 기법)

  • Jeong, Taehong;Shin, Hyun Joon
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.1
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    • pp.13-19
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    • 2014
  • In this paper, we introduce a real-time method to render a 3D scene using image-based lighting. Previous approaches for image-based lighting focused on diffuse reflection and mirror-like specular reflection. In this paper, we provide a simple preprocessing approach to efficiently approximate Phong reflection model, which has been used for computer graphics applications for several decades. For diffuse reflection, we generate a texture map for diffuse reflection by integrating the source image in preprocessing step, similarly to the previous approaches. We adopt the similar idea to produce a set of specular reflection maps for various material shininess. By doing this, we can render a dynamic scene without high computational complexity or numerous texture map access.

Speed Optimization Design of 3D Medical Image Reconstruction System Based on PC (PC 기반의 3차원 의료영상 재구성 시스템의 고속화 설계)

  • Bae, Su-Hyeon;Kim, Seon-Ho;Yu, Seon-Guk
    • Journal of Biomedical Engineering Research
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    • v.19 no.2
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    • pp.189-198
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    • 1998
  • 3D medical image reconstruction techniques are useful to figure out complex 3D structures from the set of 2D sections. In the paper, 3D medical image reconstruction system is constructed under PC environment and programmed based on modular programming by using Visual C++ 4.2. The whole procedures are composed of data preparation, gradient estimation, classification, shading, transformation and ray-casting & compositing. Three speed optimization techniques are used for accelerating 3D medical image reconstruction technique. One is to reduce the rays when cast rays to reconstruct 3D medical image, another is to reduce the voxels to be calculated and the other is to apply early ray termination. To implement 3D medical image reconstruction system based on PC, speed optimization techniques are experimented and applied.

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Artificial Neural Network Method Based on Convolution to Efficiently Extract the DoF Embodied in Images

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.3
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    • pp.51-57
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    • 2021
  • In this paper, we propose a method to find the DoF(Depth of field) that is blurred in an image by focusing and out-focusing the camera through a efficient convolutional neural network. Our approach uses the RGB channel-based cross-correlation filter to efficiently classify the DoF region from the image and build data for learning in the convolutional neural network. A data pair of the training data is established between the image and the DoF weighted map. Data used for learning uses DoF weight maps extracted by cross-correlation filters, and uses the result of applying the smoothing process to increase the convergence rate in the network learning stage. The DoF weighted image obtained as the test result stably finds the DoF region in the input image. As a result, the proposed method can be used in various places such as NPR(Non-photorealistic rendering) rendering and object detection by using the DoF area as the user's ROI(Region of interest).

Massive Terrain Rendering Method Using RGBA Channel Indexing of Wavelet Coefficients (웨이블릿 압축 계수의 RGBA채널 인덱싱을 이용한 대용량 지형 렌더링 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.55-62
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    • 2013
  • Since large terrain data can not be loaded on the GPU or CPU memory at once, out-of-core methods which read necessary part from the secondary storage such as a hard disk are commonly used. However, long delay may occur due to limited bandwidth while loading the data from the hard disk to memory. We propose efficient rendering method of large terrain data, which compresses the data with wavelet technique and save its coefficients in RGBA channel of an image us, then decompresses that in rendering stage. Entire process is performed in GPU using Direct Compute. By reducing the amount of data transfer, performing wavelet computations in parallel and doing decompression quickly on the GPU, our method can reduce rendering time effectively.

Acceleration of GPU-based Volume Rendering Using Vertex Splitting (정점분할을 이용한 GPU 기반 볼륨 렌더링의 가속 기법)

  • Yoo, Seong-Yeol;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.53-62
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    • 2012
  • Visualizing a volume dataset with ray-casting which of visualization methods provides high quality image. However it spends too much time for rendering because the size of volume data are huge. Recently, various researches have been proposed to accelerate GPU-based volume rendering to solve these problems. In this paper, we propose an efficient GPU-based empty space skipping to accelerate volume ray-casting using octree traversal. This method creates min-max octree and searches empty space using vertex splitting. It minimizes the bounding polyhedron by eliminating empty space found in the octree traveral step. The rendering results of our method are identical to those of previous GPU-based volume ray-casting, with the advantage of faster run-time because of using minimized bounding polyhedron.

Acceleration techniques for GPGPU-based Maximum Intensity Projection (GPGPU 환경에서 최대휘소투영 렌더링의 고속화 방법)

  • Kye, Hee-Won;Kim, Jun-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.981-991
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    • 2011
  • MIP(Maximum Intensity Projection) is a volume rendering technique which is essential for the medical imaging system. MIP rendering based on the ray casting method produces high quality images but takes a long time. Our aim is improvement of the rendering speed using GPGPU(General-purpose computing on Graphic Process Unit) technique. In this paper, we present the ray casting algorithm based on CUDA(an acronym for Compute Unified Device Architecture) which is a programming language for GPGPU and we suggest new acceleration methods for CUDA. In detail, we propose the block based space leaping which skips unnecessary regions of volume data for CUDA, the bisection method which is a fast method to find a block edge, and the initial value estimation method which improves the probability of space leaping. Due to the proposed methods, we noticeably improve the rendering speed without image quality degradation.

Smoke Rendering Method in Post-processing for Safety-Training Contents (안전 훈련 콘텐츠에 적합한 포스트 프로세싱 단계에서의 연기 렌더링 방법)

  • Park, Sanghyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1644-1652
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    • 2022
  • In the case of safety training where practical training is impossible due to risk problems, training contents using realistic media such as virtual reality or augmented reality are becoming a new alternative. In this paper, we propose a smoke modeling method that can be applied to safety-training contents implemented with realistic media technology. When an accident occurs in a hazardous area such as a petrochemical plant, visibility is not secured due to gas leakage and fire. In order to create such a situation, it is important to realistically express smoke. The proposed method is a smoke model implementation technique that can be effectively applied to the background of complex passages and devices such as petrochemical plants. In the proposed method, the smoke is expressed using volumetric rendering in the post-processing stage for the resulting image of scene rendering. Implementation results in the background of the factory show that the proposed method produces models that can express the smoke realistically.

Painterly Stroke Generation using Object Motion Analysis (객체의 움직임 해석을 이용한 회화적 스트로크 생성 방법)

  • Lee, Ho-Chang;Seo, Sang-Hyun;Ryoo, Seung-Tack;Yoon, Kyung-Hyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.4
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    • pp.239-245
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    • 2010
  • Previous painterly rendering techniques normally use image gradients for stroke generation. Although image gradients are useful for expressing object shapes, it is difficult to express the flow or movements of objects of objects. In real painting, the use of brush strokes corresponding to the actual movement of objects allows viewers to recognize objects’ motion better and express the liveliness of the objects much more. In this paper, we propose a novel painterly stroke generation algorithm to express dynamic objects based on their motion information. We first extract motion information (magnitude, direction) of a scene from a set of image sequences from the same view. Then the motion directions are used for determining stroke orientations in the regions with significant motions. Where little motion is observed, image gradients are used for determining stroke orientations. Our algorithm is useful for realistically and dynamically representing moving objects.

Optical Multi-Normal Vector Based Iridescence BRDF Compression Method (광학적 다중 법선 벡터 기반 훈색(暈色)현상 BRDF 압축 기법)

  • Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.3
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    • pp.184-193
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    • 2010
  • This paper proposes a biological iridescence BRDF(Bidirectional Reflectance Distribution Function) compression and rendering method. In the graphics technology, iridescence sometimes is named structure colors. The main features of these symptoms are shown transform of color and brightness by varying viewpoint. Graphics technology to render this is the BRDF technology. The BRDF methods enable realistic representation of varying view direction, but it requires a lot of computing power because of large data. In this paper, we obtain reflection map from iridescence BRDF, analyze color of reflection map and propose representation method by several colorfully concentric circle. The one concentric circle represents beam width of reflection ray by one normal vector. In this paper, we synthesize rough concentric by using several virtually optical normal vectors. And we obtain spectrum information from concentric circles passing through the center point. The proposed method enables IBR(image based rendering) technique which results is realistic illuminance and spectrum distribution by one texture from reduced BRDF data within spectrum.

Seamless Image Blending based on Multiple TIP models (다수 시점의 TIP 영상기반렌더링)

  • Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.30-34
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    • 2003
  • Image-based rendering is an approach to generate realistic images in real-time without modeling explicit 3D geometry, Especially, TIP(Tour Into the Picture) is preferred for its simplicity in constructing 3D background scene. However, TP has a limitation that a viewpoint cannot go far from the origin of the TIP for the lack of geometrical information. in this paper, we propose a method to interpolating the TIP images to generate smooth and realistic navigation. We construct multiple TIP models in a wide area of the virtual environment. Then we interpolate foreground objects and background object respectively to generate smooth navigation results.

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