• Title/Summary/Keyword: Offline Rendering

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A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

Real-Time Nonlinear Lens-Flare Rendering Method Based on Look-Up Table (룩업테이블 기반 실시간 비선형 렌즈플레어 렌더링 방법)

  • Jo, Sunghun;Jeong, Yuna;Lee, Sungkil
    • Journal of KIISE
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    • v.44 no.3
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    • pp.253-260
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    • 2017
  • In computer graphics, high-quality lens flares have been generated using costly offline rendering. A recent matrix-based approximation has enabled generation of high-quality lens flares suitable for real-time applications, but its quality degrades due to the lack of nonlinear patterns of lens flares. This paper introduces a method for high-quality lens-flare rendering, which includes blending of both nonlinear as well as linear patterns. The nonlinear patterns are pre-rendered or photo-graphically captured offline and stored in a look-up table. The online stage reads only the pattern by looking up the table using a light angle, hence making its performance drop negligible while greatly improving the quality.

Realtime Fabric Rendering with Deformed Anisotropic Reflectance (이방성 반사의 변형을 통한 실시간 옷감 렌더링)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.81-90
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    • 2010
  • In this paper, an efficient method is proposed to produce photorealistic images of woven fabrics without empirical data such as the measured BRDFs(bidirectional reflectance distribution functions). The proposed method is applicable both to ray tracer based offline renderers and to realtime applications such as games. The proposed method models the reflectance properties of woven fabric with alternating anisotropy and deformed MDF(microfacet distribution function). The procedural modeling of the yarn structure effectively and efficiently reproduces plausible rendering of woven fabric. The experimental results show the proposed method can be successfully applied to photorealistic rendering of diverse woven fabric materials even in interactive applications.

Large-scale Seismic Response Analysis of Super-high-rise Steel Building Considering Soil-structure Interaction using K computer

  • Miyamura, Tomoshi;Akiba, Hiroshi;Hori, Muneo
    • International Journal of High-Rise Buildings
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    • v.4 no.1
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    • pp.75-83
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    • 2015
  • In the present study, the preliminary results of a large-scale seismic response analysis of a super-high-rise steel frame considering soil-structure interaction are presented. A seismic response analysis under the excitation of the JR Takatori record of the 1995 Hyogoken-Nanbu earthquake is conducted. Precise meshes of a 31-story super-high-rise steel frame and a soil region, which are constructed completely of hexahedral elements, are generated and combined. The parallel large-scale simulation is performed using K computer, which is one of the fastest supercomputers in the world. The results are visualized using an offline rendering code implemented on K computer, and the feasibility of using a very fine mesh of solid elements is investigated. The computation performance of the analysis code on K computer is also presented.

A Real Time 6 DoF Spatial Audio Rendering System based on MPEG-I AEP (MPEG-I AEP 기반 실시간 6 자유도 공간음향 렌더링 시스템)

  • Kyeongok Kang;Jae-hyoun Yoo;Daeyoung Jang;Yong Ju Lee;Taejin Lee
    • Journal of Broadcast Engineering
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    • v.28 no.2
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    • pp.213-229
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    • 2023
  • In this paper, we introduce a spatial sound rendering system that provides 6DoF spatial sound in real time in response to the movement of a listener located in a virtual environment. This system was implemented using MPEG-I AEP as a development environment for the CfP response of MPEG-I Immersive Audio and consists of an encoder and a renderer including a decoder. The encoder serves to offline encode metadata such as the spatial audio parameters of the virtual space scene included in EIF and the directivity information of the sound source provided in the SOFA file and deliver them to the bitstream. The renderer receives the transmitted bitstream and performs 6DoF spatial sound rendering in real time according to the position of the listener. The main spatial sound processing technologies applied to the rendering system include sound source effect and obstacle effect, and other ones for the system processing include Doppler effect, sound field effect and etc. The results of self-subjective evaluation of the developed system are introduced.