• Title/Summary/Keyword: point rendering

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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
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    • v.18 no.1
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    • pp.11-21
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    • 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.

A Real-Time Rendering Algorithm of Large-Scale Point Clouds or Polygon Meshes Using GLSL (대규모 점군 및 폴리곤 모델의 GLSL 기반 실시간 렌더링 알고리즘)

  • Park, Sangkun
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.3
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    • pp.294-304
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    • 2014
  • This paper presents a real-time rendering algorithm of large-scale geometric data using GLSL (OpenGL shading language). It details the VAO (vertex array object) and VBO(vertex buffer object) to be used for up-loading the large-scale point clouds and polygon meshes to a graphic video memory, and describes the shader program composed by a vertex shader and a fragment shader, which manipulates those large-scale data to be rendered by GPU. In addition, we explain the global rendering procedure that creates and runs the shader program with the VAO and VBO. Finally, a rendering performance will be measured with application examples, from which it will be demonstrated that the proposed algorithm enables a real-time rendering of large amount of geometric data, almost impossible to carry out by previous techniques.

A RENDERING ALGORITHM FOR HYBRID SCENE REPRESENTATION

  • Tien, Yen;Chou, Yun-Fung;Shih, Zen-Chung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.17-22
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    • 2009
  • In this paper, we discuss two fundamental issues of hybrid scene representation: constructing and rendering. A hybrid scene consists of triangular meshes and point-set models. Consider the maturity of modeling techniques of triangular meshes, we suggest that generate a point-set model from a triangular mesh might be an easier and more economical way. We improve stratified sampling by introducing the concept of priority. Our method has the flexibility that one may easily change the importance criteria by substituting priority functions. While many works were devoted to blend rendering results of point and triangle, our work tries to render point-set models and triangular meshes as individuals. We propose a novel way to eliminate depth occlusion artifacts and to texture a point-set model. Finally, we implement our rendering algorithm with the new features of the shader model 4.0 and turns out to be easily integrated with existing rendering techniques for triangular meshes.

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A Adaptive Rendering Image Processing for Based on the Mobile (모바일을 기반으로 하는 적응적인 렌더링 영상 처리)

  • Ju, Heon-Sig;Kim, Ha-Jin
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.425-432
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    • 2003
  • This paper presents an EMR(Electronic Medical Record) chart for efficient PDA through the quad tree image rendering based on the mobile. Using the intermediate image space algorithm instead of the final one for volume rendering, we have solved the probems of th eholes coming from the point-to-point to mapping. The quad-tree based on the delta-tree efficiently represents volume expressions and results in higher compression effects. With the volume rendering, we can decrease the rendering time and get a higher quality and efficiency for PDA through image based rendering.

Point Cloud Data Driven Level of detail Generation in Low Level GPU Devices (Low Level GPU에서 Point Cloud를 이용한 Level of detail 생성에 대한 연구)

  • Kam, JungWon;Gu, BonWoo;Jin, KyoHong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.6
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    • pp.542-553
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    • 2020
  • Virtual world and simulation need large scale map rendering. However, rendering too many vertices is a computationally complex and time-consuming process. Some game development companies have developed 3D LOD objects for high-speed rendering based on distance between camera and 3D object. Terrain physics simulation researchers need a way to recognize the original object shape from 3D LOD objects. In this paper, we proposed simply automatic LOD framework using point cloud data (PCD). This PCD was created using a 6-direct orthographic ray. Various experiments are performed to validate the effectiveness of the proposed method. We hope the proposed automatic LOD generation framework can play an important role in game development and terrain physic simulation.

FPGA-based Hardware Prediction Rendering for Low-Latency Touch Platform

  • Song, Seok Bin;Kim, Jin Heon
    • Journal of Multimedia Information System
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    • v.5 no.1
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    • pp.59-62
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    • 2018
  • The delay between input action and visual interface feedback ("Latency") in a touchscreen inking task reduces the user's performance. When the latency is less than 2.38ms, the user cannot perceive the latency in dragging task. This value is difficult to achieve on recent touchscreens and general purpose computers. So, methods of predicting touch points to reduce perceptible latency has been proposed. In general, touch points prediction is not perfect. When using point prediction, feedback of the predicted points is displayed on the screen, after a while, erased when the actual points are displayed. When this task is implemented by software, it causes additional latency to work to erase predicted points feedback. It therefore propose a platform for rendering point prediction feedback without additional latency by the FPGA. This platform transmits input points and HDMI signals rendering feedback of input points to the FPGA. The FPGA draws the feedback of points predicted based on the input points on the HDMI and displays the screen. Since hardware rendering changes the HDMI signal every frame, it does not require erasing work and rendering can be done within an early time regardless of the amount of rendering, so we will reduce the latency.

GPU-accelerated Global Illumination for Point Set Rendering (GPU 가속을 이용한 점집합 렌더링을 위한 전역 조명기법)

  • Min, Heajung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.1
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    • pp.7-15
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    • 2020
  • In the process of visualizing a point set representing a smooth manifold surface, global illumination techniques can be used to render a realistic scene with various effects of lighting. Thanks to the continuous demand for ray tracing and the development of graphics hardware, dedicated GPUs and programmable pipeline for ray tracing have been introduced in recent years. In this paper, real-time global illumination rendering is studied for a point-set model using ray-tracing GPUs. We apply the moving least-squares (MLS) method to approximate the point set to a smooth implicit surface and render it using global illumination by performing massive ray-intersection tests with the surface and generating shading effects at the intersection point. As a result, a complicated point-set scene consisting of more than 0.5M points can be generated in real-time.

Efficient Data Reduction for Point-Based Rendering using Extended QEM (효율적인 점 기반 렌더링을 위한 확장 이차 오류 척도 기반의 간략화 방법 개발)

  • Kim Duck-bong;Kang Eui-chul;Lee Kwan H.;Pajarola Renato B.
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.712-714
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    • 2005
  • 본 논문은 효율적인 점 기반 렌더링(Point-based Rendering)을 위해 확장 이차 오류 척도(Quadric Error Metrics) 기법을 이용하는 간략화 알고리즘을 제안한다. 점 기반 렌더링의 기본 개념은 자유곡면을 메쉬와 같은 연결정보 없이 직접 점들로 표현하고, 렌더링하는 것이다. 확장 이차 오류 척도 기법은 메쉬를 간략화 하는데 있어 기하 정보뿐만 아니라 색상, 텍스쳐 좌표 정보까지 고려하여 간략화 하는 알고리즘이다. 이 연구는 3차원 점 데이터로부터 복원한 폴리곤 메쉬 모델로부터 효율적인 점 기반 렌더링(Point-based Rendering)을 위해 기하 정보 및 색상 정보까지 고려하여 원본 점 데이터를 간략화 하는 저용량의 효율적인 점 기반 렌더링 알고리즘을 제안하고, GPU 기반 렌더링 결과를 보였다.

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Performance Analysis of Cloud Rendering Based on Web Real-Time Communication

  • Lim, Gyubeom;Hong, Sukjun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.276-284
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    • 2022
  • In this paper, we implemented cloud rendering using WebRTC for high-quality AR and VR services. Cloud rendering is an applied technology of cloud computing. It efficiently handles the rendering of large volumes of 3D content. The conventional VR and AR service is a method of downloading 3D content. The download time is delayed as the 3D content capacity increases. Cloud rendering is a streaming method according to the user's point of view. Therefore, stable service is possible regardless of the 3D content capacity. In this paper, we implemented cloud rendering using WebRTC and analyzed its performance. We compared latency of 100MB, 300MB, and 500MB 3D AR content in 100Mbps and 300Mbps internet environments. As a result of the analysis, cloud rendering showed stable latency regardless of data volume. On the other hand, the conventional method showed an increase in latency as the data volume increased. The results of this paper quantitatively evaluate the stability of cloud rendering. This is expected to contribute to high-quality VR and AR services

Real-time Volume Rendering using Point-Primitive (포인트 프리미티브를 이용한 실시간 볼륨 렌더링 기법)

  • Kang, Dong-Soo;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1229-1237
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    • 2011
  • The volume ray-casting method is one of the direct volume rendering methods that produces high-quality images as well as manipulates semi-transparent object. Although the volume ray-casting method produces high-quality image by sampling in the region of interest, its rendering speed is slow since the color acquisition process is complicated for repetitive memory reference and accumulation of sample values. Recently, the GPU-based acceleration techniques are introduced. However, they require pre-processing or additional memory. In this paper, we propose efficient point-primitive based method to overcome complicated computation of GPU ray-casting. It presents semi-transparent objects, however it does not require preprocessing and additional memory. Our method is fast since it generates point-primitives from volume dataset during sampling process and it projects the primitives onto the image plane. Also, our method can easily cope with OTF change because we can add or delete point-primitive in real-time.