• Title/Summary/Keyword: Skin rendering

Search Result 23, Processing Time 0.026 seconds

Influence of rendering methods on yield and quality of chicken fat recovered from broiler skin

  • Lin, Liang-Kun;Tan, Fa-Jui
    • Asian-Australasian Journal of Animal Sciences
    • /
    • v.30 no.6
    • /
    • pp.872-877
    • /
    • 2017
  • Objective: In order to utilize fat from broiler byproducts efficiently, it is necessary to develop an appropriate rendering procedure and establish quality information for the rendered fat. A study was therefore undertaken to evaluate the influence of rendering methods on the amounts and general properties of the fat recovered from broiler skin. Methods: The yield and quality of the broiler skin fat rendered through high and lower energy microwave rendering (3.6 W/g for 10 min and 2.4 W/g for 10 min for high power microwave rendering (HPMR) and high power microwave rendering (LPMR), respectively), oven baking (OB, at $180^{\circ}C$ for 40 min), and water cooking (WC, boiling for 40 min) were compared. Results: Microwave-rendered skin exhibited the highest yields and fat recovery rates, followed by OB, and WC fats (p<0.05). HPMR fat had the highest $L^{\star}$, $a^{\star}$, and $b^{\star}$ values, whereas WC fat had the highest moisture content, acid values, and thiobarbituric acid (TBA) values (p<0.05). There was no significant difference in the acid value, peroxide value, and TBA values between HPMR and LPMR fats. Conclusion: Microwave rendering at a power level of 3.6 W/g for 10 min is suggested base on the yield and quality of chicken fat.

Subsurface Scattering for Realistic Point-based Rendering (사실적인 포인트 기반 렌더링을 위한 서브서피스 스캐터링 방법)

  • Kim, Hyeon-Joong;Choi, Soo-Mi
    • Journal of the Korea Computer Graphics Society
    • /
    • v.18 no.1
    • /
    • pp.11-21
    • /
    • 2012
  • Point-based rendering has gained much attention as an alternative to polygon-based rendering because of its simplicity and flexibility. However, current point-based rendering techniques do not provide a sufficient rendering quality for translucent materials such as human skin. In this paper, we propose a point-based rendering framework with subsurface scattering of light, which is important to create the soft and semi-translucent appearance of human skin. To accurately simulate subsurface scattering in multi-layer materials, we present splat-based diffusion to apply a linear combination of several Gaussian basis functions to each splat in object space. Compared to existing point-based approaches, our method offers a significantly improved visual quality in rendering human faces.

Realistic Skin Rendering for 3D Facial Makeup (3차원 얼굴 메이크업을 위한 사실적인 피부 렌더링)

  • Lee, Sang-Hoon;Kim, Hyeon-Joong;Choi, Soo-Mi
    • Journal of Korea Multimedia Society
    • /
    • v.16 no.4
    • /
    • pp.520-528
    • /
    • 2013
  • Makeup simulation is a tool that tests various makeup methods on a virtual digital face using input and display devices. Although several simulation systems supporting various makeup styles have been recently developed, most systems have many limitations on realistic skin representations because they use 2D facial images. We develope a realistic makeup simulation method which can control skin reflectance and roughness parameters. The method allows a user to simulate makeup applications while changing skin parameters using high-resolution facial data acquired by 3D scanners. Besides we use a point-based shape representation which enables simple and flexible 3D rendering, and provide a more realistic makeup simulation by applying different skin parameters on each part of the face.

Development of Maya Shader Plug in Based on Subsurface Scattering for Realistic Skin Rendering (사실적인 피부 렌더링을 위해 표면하 산란 모델을 적용한 마야 쉐이더 플러그인 개발)

  • Yoo Tae Kyung;Lee Won Hyung;Jahng Sung Ghab
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.1
    • /
    • pp.88-100
    • /
    • 2005
  • In computer graphics, realistic skin rendering has been regarded as difficult tasks and remains as an important research subject. Translucent materials like skin have some complicated optical properties including subsurface scattering. In this paper, we proposes a skin shader based on subsurface scattering to render realistic skin and it has been implemented as a plug-in for Maya, 3D Package. The rendered image using this proposed skin shader appears more realistic than the rendered image using classical shading techniques. Furthermore, we could model sebum, epidermis, dermis using specular reflection, multiple scattering, single scattering respectively.

  • PDF

AI-based Automatic Spine CT Image Segmentation and Haptic Rendering for Spinal Needle Insertion Simulator (척추 바늘 삽입술 시뮬레이터 개발을 위한 인공지능 기반 척추 CT 이미지 자동분할 및 햅틱 렌더링)

  • Park, Ikjong;Kim, Keehoon;Choi, Gun;Chung, Wan Kyun
    • The Journal of Korea Robotics Society
    • /
    • v.15 no.4
    • /
    • pp.316-322
    • /
    • 2020
  • Endoscopic spine surgery is an advanced surgical technique for spinal surgery since it minimizes skin incision, muscle damage, and blood loss compared to open surgery. It requires, however, accurate positioning of an endoscope to avoid spinal nerves and to locate the endoscope near the target disk. Before the insertion of the endoscope, a guide needle is inserted to guide it. Also, the result of the surgery highly depends on the surgeons' experience and the patients' CT or MRI images. Thus, for the training, a number of haptic simulators for spinal needle insertion have been developed. But, still, it is difficult to be used in the medical field practically because previous studies require manual segmentation of vertebrae from CT images, and interaction force between the needle and soft tissue has not been considered carefully. This paper proposes AI-based automatic vertebrae CT-image segmentation and haptic rendering method using the proposed need-tissue interaction model. For the segmentation, U-net structure was implemented and the accuracy was 93% in pixel and 88% in IoU. The needle-tissue interaction model including puncture force and friction force was implemented for haptic rendering in the proposed spinal needle insertion simulator.

Feature Detection and Simplification of 3D Face Data with Facial Expressions

  • Kim, Yong-Guk;Kim, Hyeon-Joong;Choi, In-Ho;Kim, Jin-Seo;Choi, Soo-Mi
    • ETRI Journal
    • /
    • v.34 no.5
    • /
    • pp.791-794
    • /
    • 2012
  • We propose an efficient framework to realistically render 3D faces with a reduced set of points. First, a robust active appearance model is presented to detect facial features in the projected faces under different illumination conditions. Then, an adaptive simplification of 3D faces is proposed to reduce the number of points, yet preserve the detected facial features. Finally, the point model is rendered directly, without such additional processing as parameterization of skin texture. This fully automatic framework is very effective in rendering massive facial data on mobile devices.

A Intuitive shading interface for rendering realistic skin (사실적인 피부 렌더링을 위한 직관적 쉐이딩 인터페이스)

  • 유태경;이원형;장성갑
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.11b
    • /
    • pp.585-588
    • /
    • 2003
  • 최근의 영화나 애니메이션에 자주 등장하는 디지털 인간 캐릭터의 제작에서 사실적인 피부 렌더링을 위하여 다양한 공학적, 예술적 접근이 이루어지고 있다. 본 논문에서는 사실적인 피부렌더링을 위해 subsurface illumination 테크닉을 이용한 쉐이더를 구현하고 아티스트들의 효율적인 제어를 위해 보다 직관적인 인터페이스를 제안하였다. 구현한 쉐이더는 3D 그래픽 응용 프로그램인 Maya의 플러그인 형태로 제작되었으며 기존의 전통적인 쉐이딩 인터페이스와의 조화를 고려하여 제안된 매개변수들을 확장 형태로 제공하였다.

  • PDF

Region-based Face Makeup using two example face images (두 가지 예제 이미지를 이용한 얼굴 영역 별 메이크업)

  • Lee, Jae-Yoon;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.9
    • /
    • pp.1019-1026
    • /
    • 2015
  • In this paper, we propose a new method of eye, face, and lip makeup techniques on the target face image from several makeup examples without losing detail features such as eyelids, eyebrows, hair. After detection of the feature layer for the skin, we applied our makeup techniques to the target face by using a blending technique. We used a cartoon rendering using bilateral filter. In order to smoothly makeup the target face, we created two Gaussian Weight maps for natural skin makeup effects. Our method did not need to perform complex operations, so the makeup results are so natural. Our experimental results show good performances in various makeups.

Visualization of Temperature Distribution Deep Inside the Agar Gel Tissue Phantom Heated Using Moxibustion and 1064 nm Infrared Laser (쑥뜸과 1064 nm 파장의 근적외선 레이저로 가열된 아가젤 조직 팬텀 심부의 온도분포 가시화)

  • Cho, Ji-Yong;Kim, Jung-Kyung
    • Journal of the Korean Society of Visualization
    • /
    • v.8 no.4
    • /
    • pp.54-59
    • /
    • 2010
  • A laser moxibustion therapy device having effect similar to that of traditional moxibustion is being developed using 1064 nm infrared laser. The therapy device allows direct interaction of laser light with the tissue rendering temperature distribution both on the skin surface and deep under the skin. We made a device that could measure temperature of deep under the surface of agar gel tissue phantom using thermocouples. A thermal imaging camera was used to verify results from the temperature measurement device. We compared the characteristics of heat transfer inside the tissue phantom during moxibustion and laser irradiation. The temperature distribution measured by thermocouples was found to be similar to that of distribution given by thermal imaging camera.

A Study on the Skin Animation for Improving its Rendering speed Using NURBS (NURBS를 이용한 Skin Animation의 속도 향상에 관한 연구)

  • 강종호;이우석;김경식
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2004.05a
    • /
    • pp.705-708
    • /
    • 2004
  • 과거 로(low)-폴리곤 3D 메시는 모델러에 의해 각 정점들의 제어가 가능했지만, 앞으로의 대세가 전망되는 하이-폴리곤의 경우 모든 정점들을 일일이 제어하는 것은 불가능하다. 따라서 하이-폴리곤 3D 메시는 넙스로 구성될 것이다. 본 연구는 이러한 하이-폴리곤 3D 메시가 스킨 애니메이션될 때 하이-폴리곤 3D 메시의 넙스 구조와 넙스의 계산 속도를 개선하여 애니메이션의 속도를 향상시키는 것을 연구하였다. 본 연구의 결과는 3D 애플리케이션에서 애니메이션을 사용할 때, 하이-폴리곤일수록 애니메이션 연산이 증가하는 것을 억제하고 하이-폴리곤을 사용하는 애니메이션의 부담없는 사용과 넙스의 LOD 적용을 실시간에 가능하게 한다.

  • PDF