• Title/Summary/Keyword: Realtime Rendering

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LOD Representation for the Realtime Simulation of Flocking Objects (군집행동개체의 실시간 애니메이션을 위한 단계별 상세화 표현)

  • Cho S.H.;Chai Y.H.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.5
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    • pp.339-348
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    • 2005
  • In this paper, LOD (Level Of Detail) for flocking, which is the real-time simulation on the movement or some groups such as fighting soldiers, moving fishes and flying birds, is presented. And a flocking LOD algorithm that uses factors such as the speed of fish, direction, and shape is proposed. Model data is modified for LOD in advance, so as to reduce strange edge collapse and unwanted holes. The errors of model data were identified by transforming polygonal model into octree-based cubes and revised before rendering. Experimental results show that the proposed algorithm considering flocking characteristics shows fast frame rates as compared with the conventional continuous LOD algorithm.

A Study on VR Based Training System Contents Test Method (가상현실 기반 훈련시스템 콘텐츠 시험방법에 관한 연구)

  • Lee, Gyungchang;Cha, Moohyun;Youn, Cheong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.486-489
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    • 2016
  • 가상현실 기반 훈련시스템은 3D 모델링 기법으로 개발되어 실시간 렌더링(Realtime Rendering)되는 훈련용 콘텐츠와 운동감 제공을 위한 모션플랫폼, 촉감 제공을 위한 햅틱장치 등 다양한 하드웨어를 이용하여 인간 감각에 대한 모의 체험환경을 제공함으로써 높은 훈련 몰입감을 제공한다. 훈련시스템의 구성요소 중 하드웨어들은 설계 성능을 바탕으로 정량적 시험평가로서 검증(Verification)과 확인(Validation)이 가능하나, 훈련환경에 대한 사실적 가시화가 요구되는 훈련용 콘텐츠는 시현을 위한 실시간 렌더링 성능 등의 정량적 시험평가 만으로 검증과 확인에 어려움이 많다. 본 연구에서는 일반 소프트웨어와 콘텐츠 소프트웨어 테스팅 요소 차이와 상용게임 콘텐츠와 훈련용 콘텐츠의 차이점을 분석하고, 훈련용 콘텐츠의 정량적 시험평가를 위한 명세서의 작성과 활용을 제안한다.

Design of Special Function Unit for Vectorized SIMD Programmable Unified Shader (벡터화된 SIMD 프로그램어블 통합 셰이더를 위한 특수 함수 유닛 설계)

  • Jung, Jin-Ha;Kim, Kyeong-Seob;Yun, Jeong-Hee;Seo, Jang-Won;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.5
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    • pp.56-70
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    • 2010
  • Rendering technique generating 2 dimensional image to give reality and high performance graphical processor for efficient processing of massive data are necessary to support realistic 3 dimensional graphical image. Recently, graphical hardwares have evolved rapidly. This enables high quality rendering effect that we were unable to process in realtime. Improving shading technique enabled us to render realistic images but still much time is required for this process. Multiple operational units are being integrated in a graphical processor for effective floating point operation using massive data to process almost real looking images. In this paper, we have designed and implemented a special functional unit to support high quality 3 dimensional computer graphic image on programmable integrated shader processor. We have done evaluation through functional level simulation of designed special functional unit. Hardware resource usage rate and execution speed are measured implementing directly on FPGA Virtex-4(xc4vlx200).

Real-time Gaussian Hole-Filling Algorithm using Reverse-Depth Image (반전된 Depth 영상을 이용한 실시간 Gaussian Hole-Filling Algorithm)

  • Ahn, Yang-Keun;Hong, Ji-Man
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.7
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    • pp.53-65
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    • 2012
  • Existing method of creating Stereoscopy image, creates viewpoint image from the left and right by shooting one object with 2 lens in certain distance. However, in case of 3-D TV using Stereoscopy camera, the necessity to transmit 2 viewpoint images from the left and right simultaneously, increases the amount of bandwidth. Various and more effective alternatives are under discussion. Among the alternatives, DIBR(Depth Image Based Rendering) creates viewpoint images from the left and right using one image and its Depth information, thus decreasing the amount of transmitted bandwidth. For this reason, there have been various studies on Algorithm to create DIBR Image in existing Static Scene. In this paper, I would like to suggest Gaussian Hole-filling solution, which utilizes reverse-depth image to fill the hole naturally, while minimizing distortion of background. In addition, we have analyzed the effectiveness of each Algorithm by comparing and calculating its functions.

Real-Time Indirect Illumination using a Light Quad-Tree (광원 트리를 사용한 간접 조명의 실시간 렌더링)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.4
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    • pp.158-167
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    • 2007
  • Indirect illumination plays an important role for realistic image synthesis. We present a novel realtime indirect illumination rendering technique using image pyramids. Hundreds of thousands of indirect point light sources are stored into images, and then they hierarchically clustered into quad-tree image pyramids. We also introduce a GPU based top-down and breadth-first traversal of the quad-trees to approximate the illumination with clusters (set of lights). All steps entirely run on the GPU in real-time. Result images demonstrate that our method represents diffuse interreflection, especially a color bleeding effect well. We achieved interactive frame rates of tens to hundreads, without any preprocessing. We can avoid artifacts caused by sampling, and our method is seven times faster than a recently proposed sampling based method.

An Improved PCF Technique for The Generation of Shadows (그림자생성을 위한 개선된 PCF 기법)

  • Yu, Young-Jung;Choi, Jin-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.8
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    • pp.1442-1449
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    • 2007
  • Shadows are important elements for realistic rendering of the 3D scene. We cannot recognize the distance of objects in the 3D scene without shadows. Two methods, image-based medthods and object-based methods, are largely used for the rendering of shadows. Object based methods can generate accurate shadow boundaries. However, it cannot be used to generate the realtime shadows because the time complexity defends on the complexity of the 3D scene. Image based methods which are techniques to generate shadows are widely used because of fast calculation time. However, this algorithm has aliasing problems. PCF is a method to solve the aliasing problem. Using PCF technique, antialiased shadow boundaries can be generated. However, PCF with large filter size requires more time to calculate antialiased shadow boundaries. This paper proposes an improved PCF technique which generates antialiased shadow boundaries similar to that of PCF. Compared with PCF, this technique can generate antialiased shadows in less time.

Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.821-830
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    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.

A Scalable Global Illumination Algorithm for Animated Graphics (움직이는 물체의 개수에 비례하는 시간을 가지는 전역조명 알고리즘)

  • Zheng, Haoxu;Oh, Kyungsu;Paik, Doowon
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.111-118
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    • 2016
  • Global illumination is key factor for realistic image but it is not common in realtime rendering due to its complexity. Visibility of $2^{nd}$ lights is hard to determine because we should process all object for each $2^{nd}$ light. In this paper, we reuse visibility of static objects. We present an indirect illumination algorithm which shows good performance and provides exact $2^{nd}$ light visibility when the scene has small number of moving objects. Our method renders correct image while showing good performance.

Development of Smart Phone App. Contents for 3D Sign Language Education (3D 수화교육 스마트폰 앱콘텐츠 개발)

  • Jung, Young Kee
    • Smart Media Journal
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    • v.1 no.3
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    • pp.8-14
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    • 2012
  • In this paper, we develope the smart phone App. contents of 3D sign language to widen the opportunity of the korean sign language education for the hearing-impaired and normal people. Especially, we propose the sign language conversion algorithm that automatically transform the structure of Korean phrases to the structure of the sign language. Also, we implement the 3D sign language animation DB using motion capture system and data glove for acquiring the natural motions. Finally, UNITY 3D engine is used for the realtime 3D rendering of sign language motion. We are distributing the proposed App. with 3D sign language DB of 1,300 words to the iPhone App. store and Android App. store.

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Development of software demultiplexer for DTV Signal Reception (DTV 수신을 위한 소프트웨어 Demultiplexer 개발)

  • Jin, Hyun-Joon;Park, Nho-Kyung;Kim, Moo-Han
    • Journal of IKEEE
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    • v.7 no.2 s.13
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    • pp.188-196
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    • 2003
  • In this paper, a demultiplexer for MPEG-2 Transport Stream which can be applied to terrestrial digital broadcast is developed. The demultiplexer separates video, audio, and data from MPEG-2 multimedia stream and transports them to each decoders respectively. While most existing demultiplexers of MPEG-2 transport stream have been developed as hardware systems, but the fast increment of computer's performance enables a software demultiplexer to be worked in realtime. The developed demultiplexer is implemented as a software module called a filter using DirectShow of Microsoft which is based on COM(Component Object Model)and works on the Windows system. The operation of the demultiplexer is verified by using the GraphEdit tool and rendering a test file formatted as MPEG-2 transport stream.

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