• Title/Summary/Keyword: Rendering Speed

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An efficient space-leaping method using double leaping (이중 도약을 이용한 효율적인 공간 도약법)

  • 이정진;신병석;신영길
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.3_4
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    • pp.109-116
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    • 2003
  • Space leaping is one of accelerated image-order volume rendering. This method accelerates rendering speed by finding and leaping the empty space. Although its rendering speed is very fast, it takes long pre-processing time to make the data structure to leap the space. In this paper we propose the look-ahead sampling algorithm to double the leaping distance comparing with previous approaches. This algorithm reduces the preprocessing time to make the distance map without significant changes of rendering time. Also, it accelerates the rendering time.

Adaptive Culling Mechanism for Weather Phenomena Effect in Flight Simulator (항공시뮬레이터에서 기상 효과를 위한 적응적 컬링기법)

  • Cha, YoungJun;Kim, JongBum;Kim, Ki-Il
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.2
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    • pp.61-66
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    • 2014
  • Temporal disappearance of weather phenomena effect is frequently observed in flight simulator when large volume of terrain data are processed. This problem was solved by employing culling scheme at static ratio in the existing scheme. However, since this approach causes the irregular rendering speed according to volume of data, it is necessary to develop a new culling scheme to maintain steady rendering speed by adjusting the culling ratio dynamically. In this paper, we propose a new culling scheme to make use of distance of the visibility to determine culling ratio depending on volume of terrain data. The experimental results show that rendering speed is preserved by the proposed scheme without affecting the visuality at rendering the scene and weather phenomena effect together.

High-quality Shear-warp Volume Rendering Using Efficient Supersampling and Pre-integration Technique (효율적인 수퍼샘플링과 선-적분을 이용한 고화질 쉬어-왑 분해 볼륨 렌더링)

  • Kye, Hee-Won;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.971-981
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    • 2006
  • As shear-warp volume rendering is the fastest rendering method among the software based approaches, image quality is not good as that of other high-quality rendering methods. In this paper, we propose two methods to improve the image quality of shear-warp volume rendering without sacrificing computational efficiency. First, supersampling is performed in intermediate image space. We propose an efficient method to transform between volume and image coordinates at the arbitrary ratio. Second, we utilize pre-integrated rendering technique for shear-warp rendering. We propose new data structure called overlapped min-max map. Using this structure, empty space leaping can be performed so that we can maintain the rendering speed even though pre-integrated rendering is applied. Consequently, shear-warp rendering can generate high-qualify images comparable to those generated by the ray-casting without degrading speed.

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Reconstruction of Color-Volume Data for Three-Dimensional Human Anatomic Atlas (3차원 인체 해부도 작성을 위한 칼라 볼륨 데이터의 입체 영상 재구성)

  • 김보형;이철희
    • Journal of Biomedical Engineering Research
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    • v.19 no.2
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    • pp.199-210
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    • 1998
  • In this paper, we present a 3D reconstruction method of color volume data for a computerized human atlas. Binary volume rendering which takes the advantages of object-order ray traversal and run-length encoding visualizes 3D organs at an interactive speed in a general PC without the help of specific hardwares. This rendering method improves the rendering speed by simplifying the determination of the pixel value of an intermediate depth image and applying newly developed normal vector calculation method. Moreover, we describe the 3D boundary encoding that reduces the involved data considerably without the penalty of image quality. The interactive speed of the binary rendering and the storage efficiency of 3D boundary encoding will accelerate the development of the PC-based human atlas.

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Implementation of Neural Network Accelerator for Rendering Noise Reduction (렌더링 노이즈 제거를 위한 뉴럴 네트워크 가속기 구현)

  • Nam, Kihun
    • Journal of IKEEE
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    • v.21 no.4
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    • pp.420-423
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    • 2017
  • In this paper, we propose an implementation of a neural network accelerator for reducing the rendering noise. Among the rendering algorithms, we selects a ray tracing to assure a high-definition graphics. Ray tracing rendering uses ray to render. Less use of the ray will result in noise, and if used too much, it will produce a higher quality image, but will take longer. In order to quickly process such lace rendering, an algorithm is used that uses less rays and removes the noise generated. Among such algorithms, there is an algorithm using a neural network, and a neural network accelerator which obtains a filter parameter used in an operation is implemented in order to speed up the operation speed. The time it takes to calculate the parameters used for a pixel is 11.44us.

Fast Ambient Occlusion Volume Rendering using Local Statistics (지역적 통계량을 이용한 고속 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.158-167
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    • 2015
  • This study presents a new method to improve the speed of high quality volume rendering. We improve the speed of ambient occlusion which is one of the global illumination techniques used in traditional volume visualization. Calculating ambient occlusion takes much time because it determines an illumination value of a sample by integrating opacities of nearby samples. This study proposes an improved method for this by using local statistics such as averages and standard deviations. We calculate local statistics for each volume block, a set of nearby samples, in pre-processing time. In the rendering process, we efficiently determine the illumination value by assuming the density distribution as a normal distribution. As the results, we can generate high quality images that combine ambient occlusion illumination with local illumination in real time.

Construction of Visual Space using Relief Texture Mapping (Relief Texture 매핑을 이용한 가상공간 구축)

  • 이은경;정영기
    • Proceedings of the IEEK Conference
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    • 2003.07e
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    • pp.1899-1902
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    • 2003
  • Recently several methods have been developed for the virtual space construction. Generally, most of the methods are geometric-based rendering technic, but they are difficult to construct real-time rendering because of large data. In this paper, we present a three dimension image-based rendering method that enable a constant speed of real-time rendering regardless of object complexity in virtual space. The Proposed method shows good performance for the virtual space construction with high complexity.

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An Improved Method of Guaranteeing Frame Rates of Avionics Simulator based on HMD Motion

  • Lee, Jeong-Hoon;Jo, Yong-Il;Kim, Kyong Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.7
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    • pp.57-62
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    • 2018
  • In this paper, we propose an improved algorithm for rendering method to guarantee frame rates based on HMD (Head Mounted Display) motion in an avionics simulator. One of important issues in HMD simulators is to guarantee frame rates despite fast motion of HMD which is more rapid than the aircraft's moving speed to maintain a quality of images. Therefore, we propose an algorithm considering the moving speed of a pilot's head: Improved Speed-Based LOD (Level-Of-Detail) Control (ISBLC). In the proposed algorithm, frame rates are improved by changing dynamic LOD which determines details of objects for rendering images. Throughout the experiments, we show the average frame rates are achieved up to 60 and minimum frame rates are guaranteed up to 40. The proposed algorithms will be used HMD simulation in avionics simulators.

A Simplified Graphics System Based on Direct Rendering Manager System

  • Baek, Nakhoon
    • Journal of information and communication convergence engineering
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    • v.16 no.2
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    • pp.125-129
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    • 2018
  • In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations. In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen shots are included.

High-Speed Virtual Endoscopy using Improved Space-Leaping (개선된 공간 도약법을 이용한 고속 가상 내시경 기법)

  • Shin, Byeong-Seok;Jin, Ge
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.8
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    • pp.463-471
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    • 2002
  • In order to implement virtual endoscopy, high-speed rendering algorithm that generates accurate perspective projection images and efficient collision detection method are essential. In this paper we propose an efficient virtual endoscopy system based on volume rendering technique. It is possible to skip over empty (transparent) space using the distance value produced in preprocessing time, and it does not deteriorate image quality since it is an extension of ray-casting. It also accelerates rendering speed with minimal loss of image quality by adjusting sampling interval along a ray according to direction of the ray. Using the distance information, we can simplify the collision detection of volumetric objects.