• Title/Summary/Keyword: point rendering

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Pose Transformation of a Frontal Face Image by Invertible Meshwarp Algorithm (역전가능 메쉬워프 알고리즘에 의한 정면 얼굴 영상의 포즈 변형)

  • 오승택;전병환
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.153-163
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    • 2003
  • In this paper, we propose a new technique of image based rendering(IBR) for the pose transformation of a face by using only a frontal face image and its mesh without a three-dimensional model. To substitute the 3D geometric model, first, we make up a standard mesh set of a certain person for several face sides ; front. left, right, half-left and half-right sides. For the given person, we compose only the frontal mesh of the frontal face image to be transformed. The other mesh is automatically generated based on the standard mesh set. And then, the frontal face image is geometrically transformed to give different view by using Invertible Meshwarp Algorithm, which is improved to tolerate the overlap or inversion of neighbor vertexes in the mesh. The same warping algorithm is used to generate the opening or closing effect of both eyes and a mouth. To evaluate the transformation performance, we capture dynamic images from 10 persons rotating their heads horizontally. And we measure the location error of 14 main features between the corresponding original and transformed facial images. That is, the average difference is calculated between the distances from the center of both eyes to each feature point for the corresponding original and transformed images. As a result, the average error in feature location is about 7.0% of the distance from the center of both eyes to the center of a mouth.

A Parallel Processing Technique for Large Spatial Data (대용량 공간 데이터를 위한 병렬 처리 기법)

  • Park, Seunghyun;Oh, Byoung-Woo
    • Spatial Information Research
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    • v.23 no.2
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    • pp.1-9
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    • 2015
  • Graphical processing unit (GPU) contains many arithmetic logic units (ALUs). Because many ALUs can be exploited to process parallel processing, GPU provides efficient data processing. The spatial data require many geographic coordinates to represent the shape of them in a map. The coordinates are usually stored as geodetic longitude and latitude. To display a map in 2-dimensional Cartesian coordinate system, the geodetic longitude and latitude should be converted to the Universal Transverse Mercator (UTM) coordinate system. The conversion to the other coordinate system and the rendering process to represent the converted coordinates to screen use complex floating-point computations. In this paper, we propose a parallel processing technique that processes the conversion and the rendering using the GPU to improve the performance. Large spatial data is stored in the disk on files. To process the large amount of spatial data efficiently, we propose a technique that merges the spatial data files to a large file and access the file with the method of memory mapped file. We implement the proposed technique and perform the experiment with the 747,302,971 points of the TIGER/Line spatial data. The result of the experiment is that the conversion time for the coordinate systems with the GPU is 30.16 times faster than the CPU only method and the rendering time is 80.40 times faster than the CPU.

Comparative analysis of distance measurement on the rendering screen between dental CAD programs (치과용 CAD 프로그램의 렌더링 화면상 거리측정 비교분석)

  • Cha, Cheol-Ho;Lim, Seon-Young;Bang, Ju-Hyuk;Kim, Seong-Ah;Kim, Seong-Yong;Lee, Yong-Sang
    • The Journal of Korean Academy of Prosthodontics
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    • v.59 no.1
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    • pp.11-17
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    • 2021
  • Purpose: This study was to find out whether the rendering screen difference affect to measuring distance in a CAD program according to three types of CAD programs. Materials and methods: The model presented in ISO 12836 for dental scanner evaluation was reduced by 70%. This model was repeatedly scanned 15 times using Trios II (3Shape, Denmark). Using the output STL file, 3Shape CAD, inLab 15, and ExoCAD programs were used to measure the horizontal distance (H) and vertical distance (V) between adjacent point angle, and for each experiment, three groups were set according to the CAD program type. Statistical analysis was performed using One-way ANOVA test and post hoc was performed using Dunnett T3 test. Results: In the horizontal and vertical distance measurement, there was no difference in the average of the measured values between the three groups according to the CAD program (P>.05). Conclusion: There were no effect of the difference in the rendering screen in the horizontal and vertical linear distance measurements of the inlay model on the dental CAD program.

GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.123-131
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    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.

Growth and optical characteristics of the non-phosphor white LED by mixed-source HVPE (혼합소스 HVPE에 의한 비형광체 백색 LED의 성장과 광 특성)

  • Kim, E.J.;Jeon, H.S.;Hong, S.H.;Han, Y.H.;Lee, A.R.;Kim, K.H.;Ha, H.;Yang, M.;Ahn, H.S.;Hwang, S.L.;Cho, C.R.;Kim, S.W.
    • Journal of the Korean Crystal Growth and Crystal Technology
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    • v.19 no.2
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    • pp.61-65
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    • 2009
  • In this paper, we report on the growth and optical characteristics of white-LED without fluorescent material. The growth of DH(double heterostructure) with AlGaN active layer was performed on a n-GaN/(0001) $Al_{2}O_{3}$ by the mixed-source HVPE and multi-sliding boat. The CRI(color rendering index) of packaging device charged in the range 72-93 with CIE chromaticity coordinates(x=$0.26{\sim}0.34$, y=$0.31{\sim}0.40$). And CCT(correlated color temperature) values was measured $5126{\sim}10406K$ with increasing injection current. The CIE point of conventional phosphor white LED shifts blue region, but cm point of non-phosphor white LED shifts opposite direction. These results show the mixed-source HVPE can be possible to newly fabricate method of phosphor free white LED with high CRI value.

Fast Visualization of Soft Objects Using Interval Tree (인터벌트리를 이용한 소프트 물체의 빠른 가시화)

  • Min, Gyeong-Ha;Lee, In-Gwon;Park, Chan-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.1-9
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    • 2001
  • We present a scheme and a data structure that decompose the space into adaptive-sized cells to improve the visualization of soft objects. Soft objects are visualized through the evaluation of the field functions at every point of the space. According to the propsed scheme, the affecting soft objects for a point in the space is searched through the data structure called interval tree based on the bounding volume of the components, which represent a soft object whose defining primitive(skeleton) is a simple geometric object such as point or line segment. The bounding volume of each component is generated with respect to the radius of a local field function of the component, threshold value, and the relations between the components and other neighboring components. The proposed scheme can be used in many applications for soft objects such as modeling and rendering, especially in interactive modeling process.

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Preparation and Evaluation of Non-Crystalline Cefuroxime Axetil Solid Dispersion (비결정성 세푸록심 악세틸 고체분산체의 제조 및 평가)

  • Woo, Jong-Soo;Chang, Hee-Chul;Lee, Chang-Hyun
    • Journal of Pharmaceutical Investigation
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    • v.32 no.2
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    • pp.73-80
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    • 2002
  • Cefuroxime axetil is a cephalosporin antibiotic having a high activity against a wide spectrum of Grampositive and Gram-negative microorganisms. It is a cephalosporin antibiotic which exist as 2 diastereoisomers: diastereoisomer A and B. It shows polymorphism of three forms: a crystalline form having a melting point of about $180^{\circ}C$, a substantially amorphous form having a high melting point of about $135^{\circ}C$ and a substantially amorphous form having a low melting point of about 70^{\circ}C$. The crystalline form of cefuroxime axetil is slightly soluble in water because diastereoisomer A has lower solubility than B in water. Substantially amorphous form of which there are no difference in solubility between diastereoisomer A and B has better solubility than crystalline form, but it forms a thicker gel than crystalline form upon contact with an aqueous medium. Based on this reason, cefuroxime axetil is not readily absorbable in the gastrointestinal tract, rendering its bioavailability on oral administration very low. The object of this study was to develop an improved non-crystalline cefuroxime axetil composition having a high physicochemical stability and bioavailability. A non-crystalline cefuroxime axetil solid dispersant showing no peak on a Differential Scanning Calorimetry (DSC) scan is prepared by dissolving cefuroxime axetil and a surfactant in an organic solvent; suspending a water-insoluble inorganic carrier in the resulting solution; and spray drying the resulting suspension to remove the organic solvent, said solid dispersant having an enhanced dissolution and stability of cefuroxime axetil and being useful for the preparation of a pharmaceutical composition for oral administration. Tablet was formulated with this cefuroxime axetil solid dispersant, disintegrants and other ingredients. It disintegrated and dissolved easily and dynamically in dissolution medium, so showed a good dissolution profile.

3D Reconstruction of Structure Fusion-Based on UAS and Terrestrial LiDAR (UAS 및 지상 LiDAR 융합기반 건축물의 3D 재현)

  • Han, Seung-Hee;Kang, Joon-Oh;Oh, Seong-Jong;Lee, Yong-Chang
    • Journal of Urban Science
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    • v.7 no.2
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    • pp.53-60
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    • 2018
  • Digital Twin is a technology that creates a photocopy of real-world objects on a computer and analyzes the past and present operational status by fusing the structure, context, and operation of various physical systems with property information, and predicts the future society's countermeasures. In particular, 3D rendering technology (UAS, LiDAR, GNSS, etc.) is a core technology in digital twin. so, the research and application are actively performed in the industry in recent years. However, UAS (Unmanned Aerial System) and LiDAR (Light Detection And Ranging) have to be solved by compensating blind spot which is not reconstructed according to the object shape. In addition, the terrestrial LiDAR can acquire the point cloud of the object more precisely and quickly at a short distance, but a blind spot is generated at the upper part of the object, thereby imposing restrictions on the forward digital twin modeling. The UAS is capable of modeling a specific range of objects with high accuracy by using high resolution images at low altitudes, and has the advantage of generating a high density point group based on SfM (Structure-from-Motion) image analysis technology. However, It is relatively far from the target LiDAR than the terrestrial LiDAR, and it takes time to analyze the image. In particular, it is necessary to reduce the accuracy of the side part and compensate the blind spot. By re-optimizing it after fusion with UAS and Terrestrial LiDAR, the residual error of each modeling method was compensated and the mutual correction result was obtained. The accuracy of fusion-based 3D model is less than 1cm and it is expected to be useful for digital twin construction.

A Novel Method for 3D Surface and Solid Construction Analysis of Fabric Microstructure (직물 미세구조의 3차원 표면 및 솔리드 형성 방법)

  • Lee, Ye-Jin;Lee, Byung-Cheol
    • Korean Journal of Human Ecology
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    • v.21 no.3
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    • pp.539-550
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    • 2012
  • In-depth knowledge of fabric microstructure is essential for understanding clothing comfort since it plays a significant role in heat and mass transfer between the human body and clothing. In this study, a novel method was employed for investigating 3D surfaces and solid construction characteristics of specific fabrics by using a reverse engineering technique. The surface construction data were obtained by a confocal laser scanning microscope and then manipulated by a 3D analysis program. Triangle mesh was used for connecting each 3D point, with clouds and fabric surface characteristics created by rendering techniques. For generating a 3D solid model, determinants of radius of curvature was used. According to the proposed method, actual surface expression of the real fabric was achieved successfully. The results from this methodology can be applied to the detailed analysis of clothing comfort that is highly influenced by the microstructure of the fabric.

원통형 맵을 이용한 삼차원 plenoptic 함수

  • Lee, Yun-Jin;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.1
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    • pp.1-9
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    • 2000
  • This paper proposes a novel 3D representation of a plenoptic function that uses cylindrical maps placed on a circle. The proposed representation has an advantage over the previous one, concentric mosaics, in that it can render an object looking inward as well as looking outward of an environment. We also present an effective rendering technique for the representation that fully utilizes the depth information estimated or given for the cylindrical maps. This technique allows us to render more accurate images with novel views than point sampling or bilinear interpolation, which has been used for concentric mosaics.

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