• Title/Summary/Keyword: MediaRender

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Implementing VVC Tile Extractor for 360-degree Video Streaming Using Motion-Constrained Tile Set

  • Jeong, Jong-Beom;Lee, Soonbin;Kim, Inae;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1073-1080
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    • 2020
  • 360-degree video streaming technologies have been widely developed to provide immersive virtual reality (VR) experiences. However, high computational power and bandwidth are required to transmit and render high-quality 360-degree video through a head-mounted display (HMD). One way to overcome this problem is by transmitting high-quality viewport areas. This paper therefore proposes a motion-constrained tile set (MCTS)-based tile extractor for versatile video coding (VVC). The proposed extractor extracts high-quality viewport tiles, which are simulcasted with low-quality whole video to respond to unexpected movements by the user. The experimental results demonstrate a savings of 24.81% in the bjøntegaard delta rate (BD-rate) saving for the luma peak signal-to-noise ratio (PSNR) compared to the rate obtained using a VVC anchor without tiled streaming.

A Study on Real-time Graphic Workflow For Achieving The Photorealistic Virtual Influencer

  • Haitao Jiang
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.130-139
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    • 2023
  • With the increasing popularity of computer-generated virtual influencers, the trend is rising especially on social media. Famous virtual influencer characters Lil Miquela and Imma were all created by CGI graphics workflows. The process is typically a linear affair. Iteration is challenging and costly. Development efforts are frequently siloed off from one another. Moreover, it does not provide a real-time interactive experience. In the previous study, a real-time graphic workflow was proposed for the Digital Actor Hologram project while the output graphic quality is less than the results obtained from the CGI graphic workflow. Therefore, a real-time engine graphic workflow for Virtual Influencers is proposed in this paper to facilitate the creation of real-time interactive functions and realistic graphic quality. The real-time graphic workflow is obtained from four processes: Facial Modeling, Facial Texture, Material Shader, and Look-Development. The analysis of performance with real-time graphical workflow for Digital Actor Hologram demonstrates the usefulness of this research result. Our research will be efficient in producing virtual influencers.

Real-time Soft-shadow using Shadow Atlas (그림자 아틀라스를 이용한 부드러운 그림자 생성 방법)

  • Park, Sun-Yong;Yang, Jin-Suk;Oh, Kyoung-Su
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.11-16
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    • 2011
  • In computer graphics, shadows play a very important role as a hint of inter-object distance as well as themselves in terms of realism. To represent shadows, some traditional methods such as shadow mapping and shadow volume have been frequently used for the purpose. However, the rendering results are not natural since they assume the point light. On the contrary, an area light can render soft-shadows, but its computation is too burdensome due to integral over the whole light source surface. Many alternatives have been introduced, back-projection of occluder onto the light source to get visibility of light or filtering of shadow boundary by calculating size of penumbra. But they also have problems of light bleeding or ringing effects because of low order approximation, or low performance. In this paper, we describe a method to improve those problems using shadow atlas.

Iron Increases Susceptibilities of Pseudomonas aeruginosa to Ofloxacin by Increasing the Permeability

  • Kim, Sookyoung;Kim, Jinsook;Hyeran Nam;Yusun Jung;Lee, Yeohee
    • Journal of Microbiology
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    • v.38 no.4
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    • pp.265-269
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    • 2000
  • Iron increased the susceptibilities of clinical isolates Pseudomonas aeruginosa to quinolones. In the presence of iron, increased susceptibilities to ofloxacin were observed in twenty-six out of thirty isolates and with no change in four isolates. In the case of norfloxacin, iran increased susceptibilities of twelve isolates but did not render any change in eighteen isolates. In the case of ciprofloxacin, iron decreased the MICs (Minimal Inhibitory Concentration) of twenty isolates, increased the MIC of one isolate, and did net change the MICs of nine isolates. To find out how iron increased susceptibility to ofloxacin, bacterial cells were grown in Muller Hinton (MH) media and succinate minimal media (SMM) to induce iran acquisition systems and the intracellular ofloxacin concentrations were assayed in the presence of iron. The addition of iron to the media decreased the MICs of cells whether they were grown in MH or SMM. Siderophores, carbonyl cyanide m-chlorophenylhydrazone (an inhibiter of proton motive force), and ouabain (an inhibitor of ATPase) did not decrease the effect of iron. Results suggested that the increase in the intracellular ofloxacin concentration by iron is accomplished not by decreasing the efflux but by increasing the of ofloxacin permeability.

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Coarctation of the Aorta in Adult: Report of three Cases and Review of the Literture (대동맥(大動脈) 축착증(縮窄症)의 임상적(臨床的) 고찰(考察))

  • Lee, Jung Ho;Yu, Hoe Sung;Yoo, Soo Woong;Lee, Hak Choong
    • Journal of Chest Surgery
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    • v.9 no.2
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    • pp.276-286
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    • 1976
  • Coarctation of the aorta is an important congenital cardiovascular defect,. which occurs in a significant number of persons. The basic anatomic defect is a localized deformity of the media, manifested by two types of strictures in the aorta: "true" coarctation and tubular hypoplasia. The zone of coarctation is characteristically located distal to the origin of left subclavian artery at or just beyond the insertion of the ligamentum arteriosum. It shortens life if untreated, but it can be corrected to render the patient functionally normal. Here we have a 2-year operative experiences with 3 cases of the aortic coarctation, two of hypoplastic type and one of postductal type, at age of 17 to 19 year old Korean, operated in 1965 and l968 at the National Medical Center. The purposes of this report are to describe the immediate and late effect of surgery, histopathologic bases and the rarity of this lesions in Korea.

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A Hybrid Technique for Fire Animation (불의 애니메이션을 위한 복합적 기법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.77-88
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    • 2007
  • In this paper, we present a new fire animation and visualization scheme. The most difficult problem in creating fire animation is how to simulate the mechanism of emitting lighting and heat of fire. We attack the difficulty by presenting a hybrid scheme that combines the simulation scheme and the combustion process in voxelized space where the numerical solution of the classical fluid equations is implemented. Therefore, the combustion process is simulated at each voxel and the amount of heat generated at the voxel is estimated. The generated heat will increase the temperature at the voxel, where results in the increase of turbulent motion of fire. We also propose a visualization scheme that modifies the photon mapping algorithm in order to render fire and various lighting effects of fire to the environments.

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A RENDERING ALGORITHM FOR HYBRID SCENE REPRESENTATION

  • Tien, Yen;Chou, Yun-Fung;Shih, Zen-Chung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.17-22
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    • 2009
  • In this paper, we discuss two fundamental issues of hybrid scene representation: constructing and rendering. A hybrid scene consists of triangular meshes and point-set models. Consider the maturity of modeling techniques of triangular meshes, we suggest that generate a point-set model from a triangular mesh might be an easier and more economical way. We improve stratified sampling by introducing the concept of priority. Our method has the flexibility that one may easily change the importance criteria by substituting priority functions. While many works were devoted to blend rendering results of point and triangle, our work tries to render point-set models and triangular meshes as individuals. We propose a novel way to eliminate depth occlusion artifacts and to texture a point-set model. Finally, we implement our rendering algorithm with the new features of the shader model 4.0 and turns out to be easily integrated with existing rendering techniques for triangular meshes.

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Video Augmentation by Image-based Rendering

  • Seo, Yong-Duek;Kim, Seung-Jin;Sang, Hong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.147-153
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    • 1998
  • This paper provides a method for video augmentation using image interpolation. In computer graphics or augmented reality, 3D information of a model object is necessary to generate 2D views of the model, which are then inserted into or overlayed on environmental views or real video frames. However, we do not require any three dimensional model but images of the model object at some locations to render views according to the motion of video camera which is calculated by an SFM algorithm using point matches under weak-perspective (scaled-orthographic) projection model. Thus, a linear view interpolation algorithm is applied rather than a 3D ray-tracing method to get a view of the model at different viewpoints from model views. In order to get novel views in a way that agrees with the camera motion the camera coordinate system is embedded into model coordinate system at initialization time on the basis of 3D information recovered from video images and model views, respectively. During the sequence, motion parameters from video frames are used to compute interpolation parameters, and rendered model views are overlayed on corresponding video frames. Experimental results for real video frames and model views are given. Finally, discussion on the limitations of the method and subjects for future research are provided.

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Optimizing the Manifold Design of a Fuel Cell Stack for Uniform Distribution of Reactant Gases within Fuel Cell Channels (연료전지 채널 내 균일한 유량분배를 위한 연료전지 스택의 매니폴드 디자인 최적화 연구)

  • Jo, A-Rae;Kang, Kyung-Mun;Oh, Sung-Jin;Ju, Hyun-Chul
    • The KSFM Journal of Fluid Machinery
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    • v.15 no.5
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    • pp.11-19
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    • 2012
  • The main function of fuel cell manifold is to render reactants distribution as uniform as possible into a fuel cell stack. The purpose of this study is to numerically investigate the effects of stack manifold design on reactants distribution within a fuel cell stack. Four manifold designs with different manifold entrance shapes (expansion or diffuser) and different values of the extra width between the cell outer channel and manifold side wall are considered and applied to the fuel cell stack consisting of 50 cells. Since the fuel cell stack geometry involves several millions of grid points for numerical calculations, a parallel computing methodology is employed to substantially reduce the computational time and overcome the memory requirement. The numerical simulations are carried out and calculated results clearly demonstrate that both the manifold entrance shape and extra width have a substantial influence on manifold performance, controlling the degree of flow separation and entrance length for fully developed flow in the manifold channel. Finally, we suggest the optimum design of fuel cell manifold based on the simulation results.

Virtual portraits from rotating selfies

  • Yongsik Lee;Jinhyuk Jang;SeungjoonYang
    • ETRI Journal
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    • v.45 no.2
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    • pp.291-303
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    • 2023
  • Selfies are a popular form of photography. However, due to physical constraints, the compositions of selfies are limited. We present algorithms for creating virtual portraits with interesting compositions from a set of selfies. The selfies are taken at the same location while the user spins around. The scene is analyzed using multiple selfies to determine the locations of the camera, subject, and background. Then, a view from a virtual camera is synthesized. We present two use cases. After rearranging the distances between the camera, subject, and background, we render a virtual view from a camera with a longer focal length. Following that, changes in perspective and lens characteristics caused by new compositions and focal lengths are simulated. Second, a virtual panoramic view with a larger field of view is rendered, with the user's image placed in a preferred location. In our experiments, virtual portraits with a wide range of focal lengths were obtained using a device equipped with a lens that has only one focal length. The rendered portraits included compositions that would be photographed with actual lenses. Our proposed algorithms can provide new use cases in which selfie compositions are not limited by a camera's focal length or distance from the camera.