• Title/Summary/Keyword: Image Rendering

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Real-Time Terrain Rendering using Quadtree Wavelet Transform (쿼드트리와 웨이블릿 변환을 이용한 실시간 지형 렌더링)

  • 한정현;박헌기;정문주
    • Journal of the Korea Society for Simulation
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    • v.10 no.3
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    • pp.95-103
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    • 2001
  • Rendering of 3D terrain data in real-time is difficult because of its large scale. So, it is necessary to use level-of-detail(LOD) that uses fewer data, but makes almost similar image to the original. We present an algorithm for real-time LOD generation and rendering of 3D terrain data. The algorithm applies wavelet transform to the terrain data, and then generates quadtree based view-dependent LOD using wavelet coefficients that are the output of wavelet transform. It also uses frame-to-frame coherence and view culling for high frame rates.

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Validity of LIGHTSCAPE As a Visualization Tool for Daylighting Performance (자연채광 성능의 가시화도구로서 LIGHTSCAPE의 유용성 평가)

  • 문기훈;김정태
    • Korean Institute of Interior Design Journal
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    • no.37
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    • pp.110-118
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    • 2003
  • Computer simulation is one of the most useful techniques to predict daylighting performance and present visual image. In architectural and interior design practice, the Lightscape is commonly used often to produce persuasive images rather than physically accurate results. Therefore, this study is to validity the Lightscape as daylighting evaluation tool, in particularly performance and realistically visualization. For the purpose, an evaluation test model (12.0m$\times$7.2m$\times$3.0m) of side lighting window with lightshelf was selected. A 1:6 scale plywood physical model was made. Under clear sky condition, illuminance of 84 Interior point were measured. Lightscape was run on a 750 MHz Pentium PC running Windows 2000 under the same sky condition. And a photography image was compared to rendering image. The physical results of interior illuminance were within 8% between the scale model and Lightscape simulation. There were no differences between the photograph image and rendering image by Lightscape in the sight. Lightscape as visualization tool for daylighting performance was validated.

Research on Reconstruction Technology of Biofilm Surface Based on Image Stacking

  • Zhao, Yuyang;Tao, Xueheng;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1472-1480
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    • 2021
  • Image stacking technique is one of the key techniques for complex surface reconstruction. The process includes sample collection, image processing, algorithm editing, surface reconstruction, and finally reaching reliable conclusions. Since this experiment is based on laser scanning confocal microscope to collect the original contour information of the sample, it is necessary to briefly introduce the relevant principle and operation method of laser scanning confocal microscope. After that, the original image is collected and processed, and the data is expanded by interpolation method. Meanwhile, several methods of surface reconstruction are listed. After comparing the advantages and disadvantages of each method, one-dimensional interpolation and volume rendering are finally used to reconstruct the 3D model. The experimental results show that the final 3d surface modeling is more consistent with the appearance information of the original samples. At the same time, the algorithm is simple and easy to understand, strong operability, and can meet the requirements of surface reconstruction of different types of samples.

Vision-Based Haptic Interaction Method for Telemanipulation: Macro and Micro Applications (원격조작을 위한 영상정보 기반의 햅틱인터렉션 방법: 매크로 및 마이크로 시스템 응용)

  • Kim, Jung-Sik;Kim, Jung
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.1594-1599
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    • 2008
  • Haptic rendering is a process that provides force feedback during interactions between a user and an object. This paper presents a haptic rendering technique for a telemanipulation system of deformable objects using image processing and physically based modeling techniques. The interaction forces between an instrument driven by a haptic device and a deformable object are inferred in real time based on a continuum mechanics model of the object, which consists of a boundary element model and ${\alpha}$ priori knowledge of the object's mechanical properties. Macro- and micro-scale experimental systems, equipped with a telemanipulation system and a commercial haptic display, were developed and tested using silicone (macro-scale) and zebrafish embryos (micro-scale). The experimental results showed the effectiveness of the algorithm in different scales: two experimental systems applied the same algorithm provided haptic feedback regardless of the system scale.

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Development of high image quality and low power consumption TFT-LCD with Data Rendering Innovation Matrix (DRIM)

  • Hong, Kwang-Pyo;Lee, Jun-Ho;Yoon, Hyeun-Joong;Chun, Jin-Young;Ryu, Bong-Yeol;Jun, Jung-Mok;Lee, Jung-Yeal
    • 한국정보디스플레이학회:학술대회논문집
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    • 2005.07a
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    • pp.368-370
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    • 2005
  • High energy-efficiency TFT-LCD supporting a good image quality is developed with Data Rendering Innovation Matrix Technology. The innovative matrix consists of octal sub-pixels and sub-pixel rendering technology enhanced the light efficiency; up to 30%, and reduces the number of column drivers for the same resolution by a third.

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3D Real-Time Cartoon Rendering Design using Hardware (하드웨어를 이용한 3D 실시간 카툰렌더링 설계)

  • Han, Deuk-Su;Kim, Kwang-Min;Lim, Pyung-Jong;Kwak, Hoon-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.219-222
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    • 2006
  • 본 연구는 디지털 문화의 출현이라는 맥락에서 디지털 시대의 환경 변화를 맞이한 애니메이션 제작 기법의 변화 속에서 셀 애니메이션 작품과 혼합하여 사용한 3D 컴퓨터 그래픽스(3D Computer Graphics) 기법 중 비사실적 이미지 기법(Non Photo Realistic Rendering)의 범주에 속한 카툰 렌더링(Cartoon Rendering) 기법을 분석하고 그것이 갖는 PC기반 실시간으로 수행되는 비사실적 렌더링을 위한 실시간 카툰렌더링 기법을 제시하고 있다. 종래의 카툰렌더링에 대해 연구하고 기존의 비사실적 이미지 기법의 적용에 대해 알아본다.

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Real-Time Terrain Rendering Framework for GIS Applications

  • Kang, Dong-Soo;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Spatial Information System Society
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    • v.11 no.2
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    • pp.73-78
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    • 2009
  • Real-time 3D visualization of terrain data is one of the important issues in GIS(Geographic Information System) field. We present a real-time terrain rendering engine that can use several types of GIS data source such as DEM(Digital Elevation Map), DTED(Digital Terrain Elevation Data) and LIDAR(Light Detection And Ranging). Our rendering engine is a quadtree-based terrain rendering framework with several acceleration modules. This can generate an ocular and binocular image. Also it can be applied to the flight simulation, walk-through simulation and a variety of GIS applications.

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The New Area Subdivision and Shadow Generation Algorithms for Colored Paper Mosaic Rendering (새로운 색종이 모자이크 모양 결정과 입체감 생성 알고리즘에 관한 연구)

  • Seo, SangHyun;Kang, DaeWook;Park, YoungSub;Yoon, Kyunghyun
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.2
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    • pp.11-19
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    • 2001
  • This paper proposes a colored paper mosaic rendering technique based on image segmentation that can automatically generate torn and tagged colored paper mosaic effect. and 3D effect that come about in human-made mosaic work can be represented by generating shadow using difference of paper thickness. Previous method did not produce satisfactory results due to the ineffectiveness of having to use pieces of the same size. The proposed two methods for determination of paper shape and location that are based on segmentation can subdivide image area by considering characteristics of image. The first method is to generate Voronoi polygon after subdividing the segmented image again using quad tree. And the second method is to apply the Voronoi diagram on each segmentation layer. Through these methods, the characteristic of the image is expressed in more detail than previous colored paper mosaic rendering method and these methods enable to produce image that is closer to human-made mosaic work.

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Near-lossless Coding of Multiview Texture and Depth Information for Graphics Applications (그래픽스 응용을 위한 다시점 텍스처 및 깊이 정보의 근접 무손실 부호화)

  • Yoon, Seung-Uk;Ho, Yo-Sung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.1
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    • pp.41-48
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    • 2009
  • This Paper introduces representation and coding schemes of multiview texture and depth data for complex three-dimensional scenes. We represent input color and depth images using compressed texture and depth map pairs. The proposed X-codec encodes them further to increase compression ratio in a near-lossless way. Our system resolves two problems. First, rendering time and output visual quality depend on input image resolutions rather than scene complexity since a depth image-based rendering techniques is used. Second, the random access problem of conventional image-based rendering could be effectively solved using our image block-based compression schemes. From experimental results, the proposed approach is useful to graphics applications because it provides multiview rendering, selective decoding, and scene manipulation functionalities.

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
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    • v.1 no.1
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    • pp.45-52
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    • 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.

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