• Title/Summary/Keyword: point rendering

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Sample thread based real-time BRDF rendering (샘플 쓰레드 기반 실시간 BRDF 렌더링)

  • Kim, Soon-Hyun;Kyung, Min-Ho;Lee, Joo-Haeng
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.3
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    • pp.1-10
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    • 2010
  • In this paper, we propose a novel noiseless method of BRDF rendering on a GPU in real-time. Illumination at a surface point is formulated as an integral of BRDF producted with incident radiance over the hemi-sphere domain. The most popular method to compute the integral is the Monte Carlo method, which needs a large number of samples to achieve good image quality. But, it leads to increase of rendering time. Otherwise, a small number of sample points cause serious image noise. The main contribution of our work is a new importance sampling scheme producing a set of incoming ray samples varying continuously with respect to the eye ray. An incoming ray is importance-based sampled at different latitude angles of the eye ray, and then the ray samples are linearly connected to form a curve, called a thread. These threads give continuously moving incident rays for eye ray change, so they do not make image noise. Since even a small number of threads can achieve a plausible quality and also can be precomputed before rendering, they enable real-time BRDF rendering on the GPU.

A Tessellation of a Planar Polynomial Curve and Its Offset (평면곡선과 오프셋곡선의 점열화)

  • Ju, S.Y.;Chu, H.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.2
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    • pp.158-163
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    • 2004
  • Curve tessellation, which generates a sequence of points from a curve, is very important for curve rendering on a computer screen and for NC machining. For the most case the sequence of discrete points is used rather than a continuous curve. This paper deals with a method of tessellation by calculating the maximal deviation of a curve. The maximal deviation condition is introduced to find the point with the maximal deviation. Our approach has two merits. One is that it guarantees satisfaction of a given tolerance, and the other is that it can be applied in not only a polynomial curve but its offset. Especially the point sequence generated from an original curve can cause over-cutting in NC machining. This problem can be solved by using the point sequence generated from the offset curve. The proposed method can be applied for high-accuracy curve tessellation and NC tool-path generation.

Normal Calculation Using GPU in Point Rendering (점 렌더링에서 GPU를 이용한 법선 벡터 계산)

  • 조광현;권구주;신병석
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.634-636
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    • 2004
  • 3차원 공간상에 분포되어 있는 정들로부터 기하정보를 재구성하여 렌더링 할 때 법선 벡터가 필요하다. 이 점들은 서로간의 연결성 정보가 없고 법선 벡터가 없기 때문에 음영 효과를 표현 할 수 없다. 본 논문에서는 점들의 연결성 정보를 추정하여 법선 벡터를 구하는 과정에서 GPU를 사용하는 방법을 제안한다 GPU로 법선 벡터를 계산할 경우 CPU의 부하가 줄게 되고 계산 시간도 감소된다 이 방법을 점 렌더링에 적용하여 법선 벡터를 신속하게 계산하고 가시성 검사와 음영처리를 효과적으로 할 수 있도록 한다.

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Surface Rendering using Stereo Images

  • Lee, Sung-Jae;Lee, Jun-Young;Lee, Myoung-Ho;Kim, Jeong-Hoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.181.5-181
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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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Rendering Implicit Surface by Interval Method (다양한 골격요소를 갖는 음함수 곡면의 Interval Method를 이용한 렌더링 방법)

  • 정재광;김재정
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04a
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    • pp.883-885
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    • 2004
  • 음함수 곡면은 부정형 물체의 모델링 성능이 탁월하여 다양한 골격요소가 사용된다. 골격요소의 모양이 다양할 수록 모델링 성능이 향상되는 반면 렌더링은 상대적으로 어려워진다. 따라서 본 논문에서는 다양한 골격요소를 사용하는 음함수 곡면을 interval method로 렌더링 하는 방법을 소개한다. 또한 정(point) 외에 복잡한 도형을 골격요소로써 사용할 때, interval method를 적용하는 경우 직면하게 되는 문제 해결 방법을 제안한다.

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Study of threshold and opacity in three-dimensional CT volume rendering of oral and maxillofacial area (구강악안면영역의 3차원 CT 영상 재형성시 역치 및 불투명도에 대한 연구)

  • Choi, Mun-Kyung;Lee, Sam-Sun;Huh, Kyung-Hoe;Yi, Won-Jin;Choi, Soon-Chul
    • Imaging Science in Dentistry
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    • v.39 no.1
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    • pp.13-18
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    • 2009
  • Purpose: This study was designed to determine a proper threshold value and opacity in three-dimensional CT volume rendering of oral and maxillofacial area. Materials and Methods: Three-dimensional CT data obtained from 50 persons who were done orthognatic surgery in department of oral and maxillofacial radiology of Seoul National University retrospectively. 12 volume rendering post-processing protocols of combination of threshold(100HU, 150HU, 221HU, 270HU) and opacity (58%, 80%, 90%) were applied. Five observers independently evaluated image quality using a five-point range scale. The results were analyzed by receiver operating characteristic curves, ANOVA and Kappa value. And three oromaxillofacial surgeons chose the all images that they thought proper clinically in the all of images. Results: Analysis using ROC curves revealed the area under each curve which indicated a diagnostic accuracy. The highest diagnostic accuracy appear with 100HU and 58% opacity. and the lowest diagnostic accuracy appear with 221HU and 58% opacity that are being used protocol in department of oral and maxillofacial radiology of Seoul National University. But, no statistically significant difference was noted between any of the protocols. And the number of proper images clinically that chosen by three oromaxillofacial surgeons is the largest in the cases of protocol 8 (221HU, opacity 80%) and protocol 11 (270HU, opacity 80%) in one after the other. Conclusion: Threshold and opacity in volume rendering can be controled easily and these can be causes of making an diagnostic accuracy. So we need to select proper values of these factors.

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Survey on 3D Surface Reconstruction

  • Khatamian, Alireza;Arabnia, Hamid R.
    • Journal of Information Processing Systems
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    • v.12 no.3
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    • pp.338-357
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    • 2016
  • The recent advent of increasingly affordable and powerful 3D scanning devices capable of capturing high resolution range data about real-world objects and environments has fueled research into effective 3D surface reconstruction techniques for rendering the raw point cloud data produced by many of these devices into a form that would make it usable in a variety of application domains. This paper, therefore, provides an overview of the existing literature on surface reconstruction from 3D point clouds. It explains some of the basic surface reconstruction concepts, describes the various factors used to evaluate surface reconstruction methods, highlights some commonly encountered issues in dealing with the raw 3D point cloud data and delineates the tradeoffs between data resolution/accuracy and processing speed. It also categorizes the various techniques for this task and briefly analyzes their empirical evaluation results demarcating their advantages and disadvantages. The paper concludes with a cross-comparison of methods which have been evaluated on the same benchmark data sets along with a discussion of the overall trends reported in the literature. The objective is to provide an overview of the state of the art on surface reconstruction from point cloud data in order to facilitate and inspire further research in this area.

Cartoon Rendering with Level-of-Detail (세분화 단계(LOD)를 적용한 카툰렌더링)

  • Park, Jung-Hyun;Ryoo, Seung-Teak;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.26-33
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    • 2007
  • NPR is the area of research which does the image creation of the impression where the hazard person who creates made a human intimate image by the hand in objective. NPR in Cartoon-Rendering when the human being recognizes a thing, it is a technique which expresses a thing to use an appearance and the line which are a means of basic and intuitional expression. Also Cartoon the person probably is, the hazard which helps, raises the efficiency of namely meaning delivery and a simplification technique with the means for it uses. Is like this cartoon basic rules where the simplification and omission are life, from modeling, the low of LOD technique which it is using specially actively from game and one pulse communication is having a common point. The research which it sees Cartoon effects of GPU bases which use DirectX Shader programs LOD it leads and it applies the method for about under presenting it expresses Cartoon effects in exterior.

Study on the Methods of Enhancing the Quality of DIBR-based Multiview Intermediate Images using Depth Expansion and Mesh Construction (깊이 정보 확장과 메쉬 구성을 이용한 DIBR 기반 다시점 중간 영상 화질 향상 방법에 관한 연구)

  • Park, Kyoung Shin;Kim, Jiseong;Cho, Yongjoo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.1
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    • pp.127-135
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    • 2015
  • In this research, we conducted an experiment on evaluating the extending depth information method and surface reconstruction method and the interaction of these two methods in order to enhance the final intermediate view images, which are acquired using DIBR (Depth-Image-Based Rendering) method. We evaluated the experimental control groups using the Microsoft's "Ballet" and "Break Dancer" data sets with three different hole-filling algorithms. The result revealed that the quality was improved the most by applying both extending depth information and surface reconstruction method as compared to the previous point clouds only. In addition, it found that the quality of the intermediate images was improved vastly by only applying extending depth information when using no hole-filling algorithm.

A Preprocessing Algorithm for Layered Depth Image Coding (계층적 깊이영상 정보의 압축 부호화를 위한 전처리 방법)

  • 윤승욱;김성열;호요성
    • Journal of Broadcast Engineering
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    • v.9 no.3
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    • pp.207-213
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    • 2004
  • The layered depth image (LDI) is an efficient approach to represent three-dimensional objects with complex geometry for image-based rendering (IBR). LDI contains several attribute values together with multiple layers at each pixel location. In this paper, we propose an efficient preprocessing algorithm to compress depth information of LDI. Considering each depth value as a point in the two-dimensional space, we compute the minimum distance between a straight line passing through the previous two values and the current depth value. Finally, the minimum distance replaces the current attribute value. The proposed algorithm reduces the variance of the depth information , therefore, It Improves the transform and coding efficiency.