• Title/Summary/Keyword: View-dependent rendering

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View-Dependent Real-time Rain Streaks Rendering (카메라 의존적 파티클 시스템을 이용한 실시간 빗줄기 렌더링)

  • Im, Jingi.;Sung, Mankyu
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.468-480
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    • 2021
  • Realistic real-time rain streaks rendering has been treated as a very difficult problem because of various natural phenomena. Also, in creating and managing a large number of particles, a large amount of computer resources had to be used. Therefore, in this paper, we propose a more efficient real-time rain streaks rendering algorithm by generating view-dependent rain particles and expressing a large amount of rain even with a small number. By creating a 'rain space' dependent on the field of view of the camera moving in real time, particles are rendered only in that space. Accordingly, even if a small number of particles are rendered, since the rendering is performed in a limited space, an effect of rendering a very large amount of particles can be obtained. This enables very efficient real-time rendering of rain streaks.

Voxel-wise UV parameterization and view-dependent texture synthesis for immersive rendering of truncated signed distance field scene model

  • Kim, Soowoong;Kang, Jungwon
    • ETRI Journal
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    • v.44 no.1
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    • pp.51-61
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    • 2022
  • In this paper, we introduced a novel voxel-wise UV parameterization and view-dependent texture synthesis for the immersive rendering of a truncated signed distance field (TSDF) scene model. The proposed UV parameterization delegates a precomputed UV map to each voxel using the UV map lookup table and consequently, enabling efficient and high-quality texture mapping without a complex process. By leveraging the convenient UV parameterization, our view-dependent texture synthesis method extracts a set of local texture maps for each voxel from the multiview color images and separates them into a single view-independent diffuse map and a set of weight coefficients for an orthogonal specular map basis. Furthermore, the view-dependent specular maps for an arbitrary view are estimated by combining the specular weights of each source view using the location of the arbitrary and source viewpoints to generate the view-dependent textures for arbitrary views. The experimental results demonstrate that the proposed method effectively synthesizes texture for an arbitrary view, thereby enabling the visualization of view-dependent effects, such as specularity and mirror reflection.

Real-Time Terrain Rendering using Quadtree Wavelet Transform (쿼드트리와 웨이블릿 변환을 이용한 실시간 지형 렌더링)

  • 한정현;박헌기;정문주
    • Journal of the Korea Society for Simulation
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    • v.10 no.3
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    • pp.95-103
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    • 2001
  • Rendering of 3D terrain data in real-time is difficult because of its large scale. So, it is necessary to use level-of-detail(LOD) that uses fewer data, but makes almost similar image to the original. We present an algorithm for real-time LOD generation and rendering of 3D terrain data. The algorithm applies wavelet transform to the terrain data, and then generates quadtree based view-dependent LOD using wavelet coefficients that are the output of wavelet transform. It also uses frame-to-frame coherence and view culling for high frame rates.

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RAY-SPACE INTERPOLATION BYWARPING DISPARITY MAPS

  • Moriy, Yuji;Yendoy, Tomohiro;Tanimotoy, Masayuki;Fujiiz, Toshiaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.583-587
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    • 2009
  • In this paper we propose a new method of Depth-Image-Based Rendering (DIBR) for Free-viewpoint TV (FTV). In the proposed method, virtual viewpoint images are rendered with 3D warping instead of estimating the view-dependent depth since depth estimation is usually costly and it is desirable to eliminate it from the rendering process. However, 3D warping causes some problems that do not occur in the method with view-dependent depth estimation; for example, the appearance of holes on the rendered image, and the occurrence of depth discontinuity on the surface of the object at virtual image plane. Depth discontinuity causes artifacts on the rendered image. In this paper, these problems are solved by reconstructing disparity information at virtual camera position from neighboring two real cameras. In the experiments, high quality arbitrary viewpoint images were obtained.

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Real-Time Generation of City Map for Games in Unity with View-dependent Refinement and Pattern Synthesis Algorithm

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.51-56
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    • 2019
  • In this paper, we propose an algorithm that can quickly generate and synthesize city maps in racing games. Racing games are characterized by moving a wide map rather than a fixed map, but designing and developing a wide map requires a lot of production time. This problem can be mitigated by creating a large map in the preprocessing step, but a fixed map makes the game tedious. It is also inefficient to process all the various maps in the preprocessing step. In order to solve this problem, we propose a technique to create a terrain pattern in the preprocessing process, to generate a map in real time, and to synthesize various maps randomly. In addition, we reduced unnecessary rendering computations by integrating view-dependent techniques into the proposed framework. This study was developed in Unity3D and can be used for various contents as well as racing game.

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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Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

Multi-View Supporting VR/AR Visualization System for Supercomputing-based Engineering Analysis Services (슈퍼컴퓨팅 기반의 공학해석 서비스 제공을 위한 멀티 뷰 지원 VR/AR 가시화 시스템 개발)

  • Seo, Dong Woo;Lee, Jae Yeol;Lee, Sang Min;Kim, Jae Seong;Park, Hyung Wook
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.6
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    • pp.428-438
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    • 2013
  • The requirement for high performance visualization of engineering analysis of digital products is increasing since the size of the current analysis problems is more and more complex, which needs high-performance codes as well as high performance computing systems. On the other hand, different companies or customers do not have all the facilities or have difficulties in accessing those computing resources. In this paper, we present a multi-view supporting VR/AR system for providing supercomputing-based engineering analysis services. The proposed system is designed to provide different views supporting VR/AR visualization services depending on the requirement of the customers. It provides a sophisticated VR rendering directly dependent on a supercomputing resource as well as a remotely accessible AR visualization. By providing multi-view centric analysis services, the proposed system can be more easily applied to various customers requiring different levels of high performance computing resources. We will show the scalability and vision of the proposed approach by demonstrating illustrative examples with different levels of complexity.

3D Display Method for Moving Viewers (움직이는 관찰자용 3차원 디스플레이 방법)

  • Heo, Gyeong-Mu;Kim, Myeong-Sin
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.4
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    • pp.37-45
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    • 2000
  • In this paper we suggest a method of detecting the two eyes position of moving viewer by using images obtained through a color CCD camera, and also a method of rendering view-dependent 3D image which consists of depth estimation, image-based 3D object modeling and stereoscopic display process. Through the experiment of applying the suggested methods, we could find the accurate two-eyes position with the success rate of 97.5% within the processing time of 0.39 second using personal computer, and display the view-dependent 3D image using Fl6 flight model. And through the similarity measurement of stereo image rendered at z-buffer by Open Inventor and captured by stereo camera using robot, we could find that view-dependent 3D picture obtained by our proposed method is optimal to viewer.

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A Multiresolution Model Generation Method Preserving View Directional Feature (시점과의 방향관계를 고려한 다단계 모델 생성 기법)

  • Kim, HyungSeok;Jung, SoonKi;Wohn, KwangYun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.1-10
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    • 1998
  • The idea of level-of-detail based on multiresolution model is gaining popularity as a natural means of handling the complexity regarding the realtime rendering of virtual environments. To generate an effective multiresolution model, we should capture the prominent visual features in the process of simplifying original complex model. In this paper, we incorporate view dependent features such as silhouette features and backface features, to the generation process of multiresolution model. To capture the view directional parameter, we propose multiresolution view sphere. View sphere maps the directional relationship between object surface and the view. Using the view sphere, coherence in the directional space is mapped into spatial coherence in the view sphere. View sphere is generated in multiresolution fashion to simplify the object. To access multiresolution view sphere efficiently, we devise quad tree for the view sphere. We also devise a mechanism for realtime simplification process using proposed view sphere. Using proposed mechanism, regenerating simplified model in realtime is effectively done in the order of number of rendered vertices.

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