• Title/Summary/Keyword: Image Rendering

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The Color Juxtaposition of Pointillism Based on Real-Works Analysis (실제 작품의 분석을 통한 점묘화의 색상병치)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.2
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    • pp.19-28
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    • 2010
  • In this paper, we proposes a method that analyzes the characteristics and patterns of color juxtaposition based on the color wheel used by pointillism painter and an algorithm that generates pointillistic images by applying obtained analysis data. In order to analyze color juxtaposition of pointillism, we extract the stroke colors of real painting and find the most similar probability density functions(PDFs) through applying good-of-fit tests for the probabilistic distribution of stroke colors. By performing the juxtaposition of color based on the found PDFs, we can convert input image to pointillistic image effectively. It can be seen that this study shows reliability in the use of data obtained from actual paintings and that leads to perform a reasonable work.

A New Copyright Protection Scheme for Depth Map in 3D Video

  • Li, Zhaotian;Zhu, Yuesheng;Luo, Guibo;Guo, Biao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.7
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    • pp.3558-3577
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    • 2017
  • In 2D-to-3D video conversion process, the virtual left and right view can be generated from 2D video and its corresponding depth map by depth image based rendering (DIBR). The depth map plays an important role in conversion system, so the copyright protection for depth map is necessary. However, the provided virtual views may be distributed illegally and the depth map does not directly expose to viewers. In previous works, the copyright information embedded into the depth map cannot be extracted from virtual views after the DIBR process. In this paper, a new copyright protection scheme for the depth map is proposed, in which the copyright information can be detected from the virtual views even without the depth map. The experimental results have shown that the proposed method has a good robustness against JPEG attacks, filtering and noise.

3-Dimensional Dental Surgery System based on PC using anatomical landmarks (해부학적 계측점을 이용한 PC-기반3차원 치과수술 시스템)

  • 이경상;유선국;김형돈;배현수;김남현
    • Journal of Biomedical Engineering Research
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    • v.20 no.2
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    • pp.139-148
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    • 1999
  • In this paper, we designed the dental surgery system based on PC. This system predict post operated 3-dimensional image, So the patient has no need to take CT after surgery and expose his body to radiological damage. We predict the post operated skull from the patient's CT with pre and post cephalometry X-ray. Our novel procedures, to register X-ray and CT, are based on anatomical landmarks, singular value decomposition. And we display the predicted image 3-dimensionally by surface rendering. We verified this system by dry skull experiment and clinical experiment. When significance level is 0.05, there is on significance.

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Cell-Based Wavelet Compression Method for Volume Data (볼륨 데이터를 위한 셀 기반 웨이브릿 압축 기법)

  • Kim, Tae-Yeong;Sin, Yeong-Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.11
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    • pp.1285-1295
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    • 1999
  • 본 논문은 방대한 크기의 볼륨 데이타를 효율적으로 렌더링하기 위한 셀 기반 웨이브릿 압축 방법을 제시한다. 이 방법은 볼륨을 작은 크기의 셀로 나누고, 셀 단위로 웨이브릿 변환을 한 다음 복원 순서에 따른 런-길이(run-length) 인코딩을 수행하여 높은 압축율과 빠른 복원을 제공한다. 또한 최근 복원 정보를 캐쉬 자료 구조에 효율적으로 저장하여 복원 시간을 단축시키고, 에러 임계치의 정규화로 비정규화된 웨이브릿 압축보다 빠른 속도로 정규화된 압축과 같은 고화질의 이미지를 생성하였다. 본 연구의 성능을 평가하기 위하여 {{}} 해상도의 볼륨 데이타를 압축하여 쉬어-? 분해(shear-warp factorization) 알고리즘에 적용한 결과, 손상이 거의 없는 상태로 약 27:1의 압축율이 얻어졌고, 약 3초의 렌더링 시간이 걸렸다.Abstract This paper presents an efficient cell-based wavelet compression method of large volume data. Volume data is divided into individual cell of {{}} voxels, and then wavelet transform is applied to each cell. The transformed cell is run-length encoded according to the reconstruction order resulting in a fairly good compression ratio and fast reconstruction. A cache structure is used to speed up the process of reconstruction and a threshold normalization scheme is presented to produce a higher quality rendered image. We have combined our compression method with shear-warp factorization, which is an accelerated volume rendering algorithm. Experimental results show the space requirement to be about 27:1 and the rendering time to be about 3 seconds for {{}} data sets while preserving the quality of an image as like as using original data.

Extracting Graphics Information for Better Video Compression

  • Hong, Kang Woon;Ryu, Won;Choi, Jun Kyun;Lim, Choong-Gyoo
    • ETRI Journal
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    • v.37 no.4
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    • pp.743-751
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    • 2015
  • Cloud gaming services are heavily dependent on the efficiency of real-time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and off-screen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.

A Prototype Implementation for 3D Animated Anaglyph Rendering of Multi-typed Urban Features using Standard OpenGL API

  • Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.23 no.5
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    • pp.401-408
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    • 2007
  • Animated anaglyph is the most cost-effective method for 3D stereo visualization of virtual or actual 3D geo-based data model. Unlike 3D anaglyph scene generation using paired epipolar images, the main data sets of this study is the multi-typed 3D feature model containing 3D shaped objects, DEM and satellite imagery. For this purpose, a prototype implementation for 3D animated anaglyph using OpenGL API is carried out, and virtual 3D feature modeling is performed to demonstrate the applicability of this anaglyph approach. Although 3D features are not real objects in this stage, these can be substituted with actual 3D feature model with full texture images along all facades. Currently, it is regarded as the special viewing effect within 3D GIS application domains, because just stereo 3D viewing is a part of lots of GIS functionalities or remote sensing image processing modules. Animated anaglyph process can be linked with real-time manipulation process of 3D feature model and its database attributes in real world problem. As well, this approach of feature-based 3D animated anaglyph scheme is a bridging technology to further image-based 3D animated anaglyph rendering system, portable mobile 3D stereo viewing system or auto-stereo viewing system without glasses for multi-viewers.

3D Object Generation and Renderer System based on VAE ResNet-GAN

  • Min-Su Yu;Tae-Won Jung;GyoungHyun Kim;Soonchul Kwon;Kye-Dong Jung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.142-146
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    • 2023
  • We present a method for generating 3D structures and rendering objects by combining VAE (Variational Autoencoder) and GAN (Generative Adversarial Network). This approach focuses on generating and rendering 3D models with improved quality using residual learning as the learning method for the encoder. We deep stack the encoder layers to accurately reflect the features of the image and apply residual blocks to solve the problems of deep layers to improve the encoder performance. This solves the problems of gradient vanishing and exploding, which are problems when constructing a deep neural network, and creates a 3D model of improved quality. To accurately extract image features, we construct deep layers of the encoder model and apply the residual function to learning to model with more detailed information. The generated model has more detailed voxels for more accurate representation, is rendered by adding materials and lighting, and is finally converted into a mesh model. 3D models have excellent visual quality and accuracy, making them useful in various fields such as virtual reality, game development, and metaverse.

Algorithm Selection Method for Efficient Maximum Intensity Projection Based on User Preference (사용자 선호에 기반한 효율적 최대 휘소 가시화 알고리즘의 선택 방법)

  • Han, Cheol Hee;Kye, Heewon
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.87-97
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    • 2018
  • Maximum intensity projection (MIP) is a common visualization technique in medical imaging system. A typical method to improve the performance of MIP is empty space leaping, which skips unnecessary area. This research proposes a new method to improve the existing empty space leaping. In order to skip more regions, we introduce a variety of acceleration strategies that use some tolerance given by the user to take part in image quality loss. Each proposed method shows various image quality and speed, and this study compares them to select the best one. Experimental results show that it is most efficient to add a constant tolerance function when the image quality required by the user is low. Conversely, when the user required image quality is high, a function with a low tolerance of volume center is most effective. Applying the proposed method to general MIP visualization can generate a relatively high quality image in a short time.

Haptic Interaction with Objects Displayed in a Picture based on Surface Normal Estimation (사진 속 피사체의 법선 벡터 예측에 기반한 햅틱 상호 작용)

  • Kim, Seung-Chan;Kwon, Dong-Soo
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.179-185
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    • 2013
  • In this paper we propose a haptic interaction system that physically represents the underlying geometry of objects displayed in a 2D picture, i.e., a digital image. To obtain the object's geometry displayed in the picture, we estimate the physical transformation between the object plane and the image plane based on homographic information. We then calculate the rotated surface normal vector of the object's face and place it on the corresponding part in the 2D image. The purpose of this setup is to create a force that can be rendered along with the image without distorting the visual information. We evaluated the proposed haptic rendering system using a set of pictures of objects with different orientations. The experimental results show that the participants reliably identified the geometric configuration by touching the object in the picture. We conclude this paper with a set of applications.

Query System for Analysis of Medical Tomography Images (의료 단층 영상의 분석을 위한 쿼리 시스템)

  • Kim, Tae-Woo;Cho, Tae-Kyung;Park, Byoung-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.5 no.1
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    • pp.38-43
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    • 2004
  • We designed and implemented a medical image query system, including a relational database and DBMS (database management system), which can visualize image data and can achieve spatial, attribute, and mixed queries. Image data used in querying can be visualized in slice, MPR(multi-planner reformat), volume rendering, and overlapping on the query system. To reduce spatial cost and processing time in the system. brain images are spatially clustered, by an adaptive Hilbert curve filling, encoded, and stored to its database without loss for spatial query. Because the query is often applied to small image regions of interest(ROI's), the technique provides higher compression rate and less processing time in the cases.

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