• Title/Summary/Keyword: Re-Rendering

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GPU based Maximum Intensity Projection using Clipping Plane Re-rendering Method (절단면 재렌더링 기법을 이용한 GPU 기반 MIP 볼륨 렌더링)

  • Hong, In-Sil;Kye, Hee-Won;Shin, Yeong-Gil
    • Journal of Korea Multimedia Society
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    • v.10 no.3
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    • pp.316-324
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    • 2007
  • Maximum Intensity Projection (MIP) identifies patients' anatomical structures from MR or CT data sets. Recently, it becomes possible to generate MIP images with interactive speed by exploiting Graphics Processing Unit (GPU) even in large volume data sets. Generally, volume boundary plane is obliquely crossed with view-aligned texture plane in hardware-texture based volume rendering. Since the ray sampling distance is not increased at volume boundary in volume rendering, the aliasing problem occurs due to data loss. In this paper, we propose an efficient method to overcome this problem by Re-rendering volume boundary planes. Our method improves image quality to make dense distances between samples near volume boundary which is a high frequency area. Since it is only 6 clipping planes are additionally needed for Re-rendering, high quality rendering can be performed without sacrificing computational efficiency. Furthermore, our method couldbe applied to Minimum Intensity Projection (MinIP) volume rendering.

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Rendering Trees Using Billboarding Method with View Dependent Texture Re-creation in Real-Time (시점 종속적 빌보드 텍스쳐 재생성을 이용한 나무의 실시간 렌더링)

  • Min, Sung-Hwan;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.4
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    • pp.9-16
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    • 2002
  • In this paper we propose an extended billboarding method for rendering trees. It's difficult circumstance that PC renders forest by general polygon rendering in real-time, because tree object consists of tremendous leaves and limbs. Our method re-creates an appropriate texture image by 3D image warping equation each frame, and we use it for a billboarding method. For speed up, we use warping method with a image pyramid and image caching.

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Image-Based Relighting Rendering System (영상 기반 실시간 재조명 렌더링 시스템)

  • Kim, Soon-Hyun;Lee, Joo-Haeng;Kyung, Min-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.25-31
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    • 2007
  • We develop an interactive relighting renderer allowing camera view changes based on a deep-frame buffer approach. The renderer first caches the rendering parameters for a given 3D scene in an auxiliary buffer with the same size of the output image. The rendering parameters independent from light changes are selected from the shading models used for shading pixels. Next, as the user interactively edits one light at one time, the relighting renderer instantly re-shades each pixel by updating the contribution of the changed light with the shading parameters cached in the deep-frame buffer. When the camera moves, the cache values should be re-computed because the currently cached values become obsolete. We present a novel method to synthesize them quickly from the cache images of the user specified cameras by using an image-based technique. This computations are all performed on GPU to achieve real-time performance.

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Realistic Re-lighting System with Occlusion (사실적인 리라이팅 시스템 연구)

  • Park, Jae-Wook
    • Cartoon and Animation Studies
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    • s.38
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    • pp.133-144
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    • 2015
  • Lighting work on 3D animation requires much time and labor. For example, about 60 lighting artists were needed for the theater animation named Postman Pat the Movie globally distributed in 2014. These artists were needed to rapidly respond with shot feedback. However, complicated shots required much of rendering time. Therefore, it was difficult to correspond the work in the middle of test rendering. After 2005, re-lighting techniques were developed to cope with such situations. However, it was not feasible to create shadow with current re-lighting technique which doesn't make natural or realistic result. This paper has realized relighting system that could realistic quality while maintaining fast calculation by applying rasterized ambient occlusion to the relighting calculation of each of the lights. This relighting system has been used for the Hollywood animation titled "Postman Pat: The Movie" globally released in 2014. It is anticipated for this method to be more widely used for animation manufacture that other manufacturers can reduce expenses and create well completed output in the future.

A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.

Physics-based height map optimization conveying real-measured flow speed for virtual soap bubble rendering

  • Han, Sol;Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
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    • v.8 no.3
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    • pp.284-290
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    • 2020
  • In this paper, we propose a method to generate and optimize the height map that is suitable to render a soap bubble. The height map represents the flow speed of soap bubbles. To this end, we have analyzed the flow of the soap bubble surface through experiment, derived the moving speed value for each section. Some image filters have been used for optimization that reflects the parameters of the derived height map. In addition, in order to verify the results of the study, actual data measuring the surface flow speed of soap bubbles, the speed of the initial height map, and the optimized height map speed have been compared and tested. Through this study, we reach the issue that it is possible to express the variable flow speed of soap bubbles with the optimized height map, and it will help to express various fluids.

Multi-Level Study for Adaptation Service of 3D Graphics Contents in Ubiquitous Environment (유비쿼터스 환경에서 다중레벨 3D 그래픽 콘텐츠의 적응 서비스를 위한 미들웨어 연구)

  • Kim, Hak-Ran;Park, Hwa-Jin;Yoon, Yong-Ik
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.245-253
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    • 2007
  • Recently, the use and application of computer graphics in the mobile and ubiquitous environment are growing. Real-time rendering and modeling for computer graphics are due to system performance, there're lots of limitation in lower system such as PDA and cell phone etc. Therefore, we suggested the intelligent Serving Rendering Middleware which is to provide adaptation service of computer graphics contents fit to user's environment real-time whatever environment the users are in. The Service Rendering Middleware needs multi-level configurations and applications, so, in this paper we propose multi-level algorithm to decide adaptation levels are deal with separately according to device performance.

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Crack analysis of reinforced concrete members with and without crack queuing algorithm

  • Ng, P.L.;Ma, F.J.;Kwan, A.K.H.
    • Structural Engineering and Mechanics
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    • v.70 no.1
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    • pp.43-54
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    • 2019
  • Due to various numerical problems, crack analysis of reinforced concrete members using the finite element method is confronting with substantial difficulties, rendering the prediction of crack patterns and crack widths a formidable task. The root cause is that the conventional analysis methods are not capable of tracking the crack sequence and accounting for the stress relief and re-distribution during cracking. To address this deficiency, the crack queuing algorithm has been proposed. Basically, at each load increment, iterations are carried out and within each iteration step, only the most critical concrete element is allowed to crack and the stress re-distribution is captured in subsequent iteration by re-formulating the cracked concrete element and re-analysing the whole concrete structure. To demonstrate the effectiveness of the crack queuing algorithm, crack analysis of concrete members tested in the literature is performed with and without the crack queuing algorithm incorporated.

Center Determination for Cone-Beam X-ray Tomography

  • Narkbuakaew, W.;Ngamanekrat, S.;Withayachumnankul, W.;Pintavirooj, C.;Sangworasil, M.
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1885-1888
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    • 2004
  • In order to render 3D model of the bone, the stack of cross-sectional images must be reconstructed from a series of X-ray radiographs, served as the projections. In the case where the distance between x-ray source and detector is not infinite, image reconstruction from projection based on parallel-beam geometry provides an error in the cross-sectional image. In such case, image reconstruction from projection based on conebeam geometry must be exercised instead. This paper is devoted to the determination of detector center for SART conebeam Technique which is critically effect the performance of the resulting 3D modeling.

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Feature-guided Convolution for Pencil Rendering

  • Yang, Hee-Kyung;Min, Kyung-Ha
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.7
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    • pp.1311-1328
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    • 2011
  • We re-render a photographic image as a simulated pencil drawing using two independent line integral convolution (LIC) algorithms that express tone and feature lines. The LIC for tone is then applied in the same direction across the image, while the LIC for features is applied in pixels close to each feature line in the direction of that line. Features are extracted using the coherent line scheme. Changing the direction and range of the LICs allows a wide range of pencil drawing style to be mimicked. We tested our algorithm on diverse images and obtained encouraging results.