• Title/Summary/Keyword: point rendering

검색결과 134건 처리시간 0.023초

고속 초음파 태아영상 볼륨 가시화를 위한 공간도약 거리변환 비교 (Comparison of Distance Transforms in Space-leaping for High Speed Fetal Ultrasound Volume Visualization)

  • 박혜진;송수민;김명희
    • 한국시뮬레이션학회논문지
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    • 제16권3호
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    • pp.57-63
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    • 2007
  • 초음파 태아 영상의 실시간 입체 가시화를 위한 볼륨 렌더링 가속화 방법은 결과영상에 영향을 끼치지 않는 관심객체영역외 빈공간을 샘플링 연산에서 제외시키는 공간도약 알고리즘이 일반적이다. 공간도약시 전처리과정에서 각 복셀에서 가장 가까이에 있는 객체의 경계복셀까지의 거리를 미리 계산 저장한 거리지도를 이용하면, 반복적 샘플링 연산을 줄임으로써 렌더링 속도 효율을 높일 수 있다. 거리지도 생성에 사용되는 여러 거리계산변환법 중 거리계산이 정교할수록 실수계산으로 인한 전처리시간이 소요되는 반면, 근사계산법을 이용하면 거리값 연산의 오차로 인한 샘플링의 횟수가 증가하는 단점이 있다. 본 논문에서는 전처리시간의 지연과 샘플링 횟수의 증가를 비교하여 초음파 태아 영상의 볼륨 렌더링에 가장 적합한 거리지도를 선택한다.

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LiDAR Measurement Analysis in Range Domain

  • Sooyong Lee
    • 센서학회지
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    • 제33권4호
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    • pp.187-195
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    • 2024
  • Light detection and ranging (LiDAR), a widely used sensor in mobile robots and autonomous vehicles, has its most important function as measuring the range of objects in three-dimensional space and generating point clouds. These point clouds consist of the coordinates of each reflection point and can be used for various tasks, such as obstacle detection and environment recognition. However, several processing steps are required, such as three-dimensional modeling, mesh generation, and rendering. Efficient data processing is crucial because LiDAR provides a large number of real-time measurements with high sampling frequencies. Despite the rapid development of controller computational power, simplifying the computational algorithm is still necessary. This paper presents a method for estimating the presence of curbs, humps, and ground tilt using range measurements from a single horizontal or vertical scan instead of point clouds. These features can be obtained by data segmentation based on linearization. The effectiveness of the proposed algorithm was verified by experiments in various environments.

감상자의 견해가 반영된 물감 특징을 표현하는 물감 시뮬레이션 시스템 (Paint Simulation System Representing the Paint Characteristics Reflecting Opinions of Audiences)

  • 유미
    • 한국멀티미디어학회논문지
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    • 제17권7호
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    • pp.906-914
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    • 2014
  • There are many studies to create realistic paint effects and the research area still has attracted attention in these days. However, the consideration for the characteristics of the real paint effects from the point of viewers is not enough. In this paper, we extract the important paint features and survey the importance values. Based on the survey results, we suggest a new paint system. The paint system utilizes the paint simulation that reflects viscoelasticity and mixing suggested by You et al. (2013) and proposes the paint rendering method that represents the details of a paint, a solvent, and pigments. We survey the quality of our results and prove that our paint system is superior to the previous studies.

실시간 렌더링을 위한 효율적인 Anti-Aliasing (An Efficient Anti-Aliasing Algorithm for Real-Time Rendering)

  • 한태근;안도랑;이동욱
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2000년도 추계학술대회 논문집 학회본부 D
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    • pp.712-714
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    • 2000
  • In the field of computer graphics, it approached the investigation of outstanding performance and high speed. Although most introduced Anti-Aliasing method were to meet these, it was not to improve speed. Because Anti-Aliasing method was focus on only qualify. Anti-Aliasing Effect is compensated from movement of object on the screen. Speed is important in the REAL-TIME application program like as 3D games. Cause Anti-Aliasing which needs great amount of time is not used in general. This Paper suggest the Efficient Anti-Aliasing method which apply Two-Point Anti-Aliasing Method that informs brightness data of the screen and use adjacent brightness data for real-time rendering.

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Novel View Generation Using Affine Coordinates

  • Sengupta, Kuntal;Ohya, Jun
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1997년도 Proceedings International Workshop on New Video Media Technology
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    • pp.125-130
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    • 1997
  • In this paper we present an algorithm to generate new views of a scene, starting with images from weakly calibrated cameras. Errors in 3D scene reconstruction usually gets reflected in the quality of the new scene generated, so we seek a direct method for reprojection. In this paper, we use the knowledge of dense point matches and their affine coordinate values to estimate the corresponding affine coordinate values in the new scene. We borrow ideas from the object recognition literature, and extend them significantly to solve the problem of reprojection. Unlike the epipolar line intersection algorithms for reprojection which requires at least eight matched points across three images, we need only five matched points. The theory of reprojection is used with hardware based rendering to achieve fast rendering. We demonstrate our results of novel view generation from stereopairs for arbitrary locations of the virtual camera.

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실의장력을 이용한 역감장치 (Force-Display System using Wire-Tension)

  • 강원찬;김영동;신석두
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2001년도 학술대회 논문집 전문대학교육위원
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    • pp.103-107
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    • 2001
  • In this paper, we have developed a new Force-Display system using wire-tension method. The proposed system is based on the HIR Lab Haptic Rendering library, which calculates the real position and renders the reflecting force data to device rapidly. The system is composed of device based tendon-driven method, controller and Haptic rendering library. The developed system will be used on constructing the dynamical virtual environment. To show the efficiency of our system, we designed simulation program which can display the moving force (attaching, grabbing, rotating) on two virtual point. As the result of the experiment, our proposed system shows much higher resolution and stability than any others.

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자연채광 성능의 가시화도구로서 LIGHTSCAPE의 유용성 평가 (Validity of LIGHTSCAPE As a Visualization Tool for Daylighting Performance)

  • 문기훈;김정태
    • 한국실내디자인학회논문집
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    • 제37호
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    • pp.110-118
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    • 2003
  • Computer simulation is one of the most useful techniques to predict daylighting performance and present visual image. In architectural and interior design practice, the Lightscape is commonly used often to produce persuasive images rather than physically accurate results. Therefore, this study is to validity the Lightscape as daylighting evaluation tool, in particularly performance and realistically visualization. For the purpose, an evaluation test model (12.0m$\times$7.2m$\times$3.0m) of side lighting window with lightshelf was selected. A 1:6 scale plywood physical model was made. Under clear sky condition, illuminance of 84 Interior point were measured. Lightscape was run on a 750 MHz Pentium PC running Windows 2000 under the same sky condition. And a photography image was compared to rendering image. The physical results of interior illuminance were within 8% between the scale model and Lightscape simulation. There were no differences between the photograph image and rendering image by Lightscape in the sight. Lightscape as visualization tool for daylighting performance was validated.

스테레오 영상을 이용한 Surface Rendering (Surface Rendering using Stereo Images)

  • 이성재;윤성원;조영빈;이명호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2001년도 하계학술대회 논문집 D
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    • pp.2818-2820
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    • 2001
  • This paper presents the method of 3D reconstruction of the depth information from the endoscopic stereo scopic images. After camera modeling to find camera parameters, we performed feature-point based stereo matching to find depth information. Acquired some depth information is finally 3D reconstructed using the NURBS(Non Uniform Rational B-Spline) algorithm. The final result image is helpful for the understanding of depth information visually.

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드론 및 비전 프로세싱 기술을 활용한 디지털 건설현장 관리에 대한 연구 (Research on Digital Construction Site Management Using Drone and Vision Processing Technology)

  • 서민조;박경규;이승빈;김시욱;최원준;김치경
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2023년도 가을학술발표대회논문집
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    • pp.239-240
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    • 2023
  • Construction site management involves overseeing tasks from the construction phase to the maintenance stage, and digitalization of construction sites is necessary for digital construction site management. In this study, we aim to conduct research on object recognition at construction sites using drones. Images of construction sites captured by drones are reconstructed into BIM (Building Information Modeling) models, and objects are recognized after partially rendering the models using artificial intelligence. For the photorealistic rendering of the BIM models, both traditional filtering techniques and the generative adversarial network (GAN) model were used, while the YOLO (You Only Look Once) model was employed for object recognition. This study is expected to provide insights into the research direction of digital construction site management and help assess the potential and future value of introducing artificial intelligence in the construction industry.

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사용자 정의 팔레트에 기반한 점묘화 렌더링에 관한 연구 (A Study on Pointillistic Rendering Based on User Defined Palette)

  • 서상현;윤경현
    • 한국멀티미디어학회논문지
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    • 제11권4호
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    • pp.554-565
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    • 2008
  • 프랑스의 신인상파 화가 쇠라(Seurat)는 캔버스위의 독립 색채들은 망막위에서 재조직된다는 이론을 바탕으로 점묘화를 개발하였다. 점묘화는 캔버스에 작은 브러시 스트로크로 가득 채워서 그림을 그리는 방식이다. 이렇게 그려진 그림을 멀리 떨어져서 보면 각각의 브러시 스트로크는 보이지 않고, 혼합된 색상으로 보이게 된다. 이것을 색상의 병치혼합이라고 불린다. 본 논문에서는 점묘화 표현을 위한 회화적 렌더링기법을 제안한다. 우리는 점묘화에 나타나는 무수히 작은 점들을 자연스럽게 표현하기 위해서 왕타일링(Wang Tiling)기법을 활용한 계층적인 점 구조를 제안한다. 또한 신인상파의 팔레트 사용방법을 기반으로 사용자가 정의한 안료로 표현가능 한 팔레트를 설계한다. 마지막으로, 우리는 설계된 팔레트를 기반으로 계층적인 점구조로 샘플링 된 입력영상을 점묘 화가들이 했던 방식을 사용하여 병치혼합 시킴으로써 최종결과영상을 얻게 된다.

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