• Title/Summary/Keyword: ray-tracing

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Improved Road light Design using Ray-tracing method (광투사 방법을 이용한 가로등 디자인 개선)

  • Choi, Dae-Seub;Han, Jeong-Min;Park, Sung-Tae
    • Proceedings of the KIEE Conference
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    • 2008.09a
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    • pp.140-143
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    • 2008
  • In this study, it was studied about the improved road light design for drivers and pedestrians using ray- or reverse ray-tracing method. Many of conventional road lights are not suitable for drivers and pedestrians because it has some serious problems such as glare effect or randomicity of illuminated areas. It was oriented from customary design method which was pointed at simple target such as luminance or electrical power. But it was not truth any more that the high luminance or electrical power consumption mean more bright and good mad light. We studied ray-tracing method for road light reflector design to get the several goals. It means that good road light has easy for drivers and Pedestrians eyes and illuminating objects on the road clearly. So, we set the design targets such as uniformity on the road area per one road light, shading angles and continuous luminance uniformity on the long distance road. We designed ideal road light conditions using ray-tracing method. We set the height of drivers and pedestrians eyes and calculated design guideline to make above design targets. Then we designed road light reflector using reverse ray-tracing method. And we achieved same luminance on the road almost half power consumption because we reduced loss of light. We achieved ideal design guide as 75 degrees of shading angles and 0.5 of luminance uniformity on the road area. Finally, we suggested reflector design for 250 watts power consumption CDM light source.

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Improved Road light Design using Ray-tracing method (광투사 방법을 이용한 가로등 디자인 개선)

  • Choi, Dae-Seub;Jung, Chan-Oong;Park, Sung-Tae;Hwang, Min-Young;Kim, Jae-Youn
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2008.11a
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    • pp.327-328
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    • 2008
  • In this study, it was studied about the improved road light design for drivers and pedestrians using ray- or reverse ray-tracing method. Many of conventional road lights are not suitable for drivers and pedestrians because it has some serious problems such as glare effect or randomicity of illuminated areas. It was oriented from customary design method which was pointed at simple target such as luminance or electrical power. But it was not truth any more that the high luminance or electrical power consumption mean more bright and good road light. We studied ray-tracing method for road light reflector design to get the several goals. It means that good road light has easy for drivers and pedestrians eyes and illuminating objects on the road clearly. So, we set the design targets such as uniformity on the road area per one road light, shading angles and continuous luminance uniformity on the long distance road. We designed ideal road light conditions using ray-tracing method. We set the height of drivers and pedestrians eyes and calculated design guideline to make above design targets. Then we designed road light reflector using reverse ray-tracing method. And we achieved same luminance on the road almost half power consumption because we reduced loss of light. We achieved ideal design guide as 75 degrees of shading angles and 0.5 of luminance uniformity on the road area. Finally, we suggested reflector design for 250 watts power consumption CDM light source.

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Simulation of Rear Lamp using Spectral-Based Ray Tracing (분광분포기반의 광선추적을 이용한 리어램프의 시뮬레이션)

  • 이명영;이철희;이호근;하영호
    • Proceedings of the IEEK Conference
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    • 2002.06d
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    • pp.327-330
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    • 2002
  • This paper proposes the simulation algorithm of rear lamp of car using a ray tracing method that models transmission and refraction of light frequently used in computer graphics At first. To reproduce an image accurately. incident on a sight of viewer, we propose the backward ray tracing method based on spectral distribution representing physical characteristics of illuminant and object used in real. We implement the reproduction algorithm of rear lamp image applying the Bouguer-Beer's law to an optical absorptive phenomenon. As the result, more realistic image can be reproduced.

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A Simple Ray Tracing Model for Plasma Display Panel (PDP) Cell

  • Hong, Byoung-Hee
    • Journal of Information Display
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    • v.9 no.3
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    • pp.33-38
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    • 2008
  • A simple ray tracing model is developed to establish the relationship between the distributions of observed visible light and the excited Xe species in a PDP cell. The ray tracing model can obtain the density distribution of the excited Xe species. It shows the two independent discharge modes created during a single period of sustaining discharge. The maximum density of excited Xe species is located about $148{\mu}m$ away from the center of the gap between two sustaining electrodes. We also found the loss rate of VUV photons by comparing the luminance profile predicted in our theoretical model from experimental results. According to calculations based on our model, only about 22 percent of the photons can impinge the phosphor layer.

Indexing of 3D Terrain Space for Predicting Collisions with Moving Objects

  • Wu, Wan-Chun;Seo, Young-Duk;Hong, Bong-Hee
    • 한국공간정보시스템학회:학술대회논문집
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    • 2003.11a
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    • pp.159-162
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    • 2003
  • In this paper, to find probable collision positions between moving object and terrain in 3D space efficiently, we use a model, similar to Ray Tracing, which finds the triangles intersected by a directed line segment from a large amount of triangles. We try to reduce dead space as much as possible to find candidate triangles intersected by a directed line segment than previous work's. A new modified octree, LBV-Octree(Least Bounding Voxel Octree), is proposed, and we have a ray tracing with it. In the experiment, ray tracing with LBV-Octree provides $5%{\sim}11%$ better performance than with classical octree.

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A Development of Fast Speed Monte-Carlo Ray Tracing Method and Study of the Characteristics of an Absolute Reflectometer (연산 속도가 개선된 몬테카를로 광선 추적 알고리즘 개발 및 이를 활용한 절대 반사율 측정 장치 특성 분석에 관한 연구)

  • Kim, Han-Pil;Byun, Seok-Joo;Jeon, Min Yong;Park, Jong-Sik
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.28 no.6
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    • pp.7-14
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    • 2014
  • We proposed a new algorithm to improve the calculation speed of forward ray tracing method which was quite a problem in conventional Monte Carlo algorithm. To verify the accuracy and the effect of improving calculation speed, we directly compared integrating sphere characteristics with conventional ray tracing algorithm under the same condition which was referred in a reference paper. By applying new algorithm to an absolute reflectometer, we calculated the degree of errors which were caused by baffle and port characteristics to find optimal system design condition.

Optical Analysis for the Autostereoscopic Display with a Lenticular Array Using Finite Ray Tracing (유한광선추적을 이용한 렌티큘러 렌즈 기반 3차원 디스플레이 장치의 해석)

  • Kim, Bong-Sik;Kim, Keon-Woo;Choi, Da-Shin;Park, Woo-Sang
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.27 no.3
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    • pp.162-166
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    • 2014
  • We propose an analysis method of an autostereoscopic display system with lenticular lens array using finite ray-tracing method that is verified by the geometrical optics. In the present work, we adopt the cylinder equation for the mathematical expression of the lenticular lens. For the calculation of the direction cosine of the transmitted ray, we first calculate the refracting point at bottom of the lens and the direction cosine of the incident ray that propagating through the lens by the Snell's law, and then apply to finite ray-tracing method. Finally, we obtain the simulation results for the intensity distribution of the ray at optimal viewing distance. From these results, we confirm the realization of 3D image that exists separately according to the viewing position at an optimal viewing distance.

Automatic ray-code generation for efficient ray tracing (효율적인 파선추적을 위한 파선코드 자동 생성에 관한 연구)

  • 이희일
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2000.04a
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    • pp.55-62
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    • 2000
  • In constructing a synthetic seismogram using ray-tracing method a suite of ray-code is required to obtain a realistic seismogram which is similar to the actual seismogram or earthquake record under consideration. An infinite number of rays exist for any arbitrarily located source and receiver. One select only a finite number of such rays in computing a synthetic seismogram so their selection becomes important to the validity of the seismogram being generated. Missing certain important rays or an inappropriate selection of ray-codes in tracing rays may result in wrong interpretation of the earthquake record or seismogram. Automatic ray-code generation will eliminate such problems. In this study we have developed an efficient algorithm, with which one can generate systemastically all the ray-codes connecting source and receiver arbitrarily located. The result of this work will helpful in analysing multiple reflections in seismic data processing as well as simulating Lg wave and multiply reflected or converted phases in earthquake study.

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Fast Computation of Projection Image Based on the Repeated Patterns of Intersection between Ray and Voxel (Ray와 Voxel 교차 길이 반복성 기반 고속 Projection 영상 생성 기법)

  • Lee, Hyunjeong;Kim, Jeongtae
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.66 no.6
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    • pp.942-948
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    • 2017
  • Ray-tracing based method for computing projection image calculates the exact amounts of the intersection between voxels and a ray. Among several different implementations of the ray tracing based methods, Siddon's method is the earliest one. Later faster implementation such as Jacobs's method, Zhao's method, were investigated. To our knowledge, Zhao's method is the fastest one among these. We improve the speed of the Zhao's method by predicting the number of the same intersection length between voxel and a ray. In our experiment, the proposed method showed significantly faster computation speed than Zhao's method.

Study of Optimized Reflector Design for Road Light Using Ray-Tracing Method (광선추적법을 사용한 가로등 반사판의 최적설계에 관한 연구)

  • Choi, Dae-Seub;Han, Jeong-Min;Shim, Yong-Sik;Jeong, Chan-Oong;Oh, Seon
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.58 no.3
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    • pp.347-350
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    • 2009
  • In this study, it was studied about the improved road light design for drivers and pedestrians using forward or reverse ray-tracing method. Many of conventional road lights are not suitable for drivers and pedestrians because it has some serious problems such as glare effect or randomicity of illuminated areas. It was oriented from customary design method which was pointed at simple target such as luminance or electrical power. But it was not truth any more that the high luminance or electrical power consumption mean more bright and good road light. We studied ray-tracing method for road light reflector design to get the several goals. It means that good road light has easy for drivers and pedestrians eyes and illuminating objects on the road clearly. So, we set the design targets such as uniformity on the road area per one road light, shading angles and continuous luminance uniformity on the long distance road. We designed ideal road light conditions using ray-tracing method. We set the height of drivers and pedestrians eyes and calculated design guideline to make above design targets. Then we designed road light reflector using reverse ray-tracing method. And we achieved same luminance on the road almost half power consumption because we reduced loss of light. We achieved ideal design guide as 75 degrees of shading angles and 0.5 of luminance uniformity on the road area. It is superior than conventional road light ability such as 0.35 of luminance uniformity of 400 watts power consumption lamp. Finally, we suggested reflector design for 250 watts power consumption CDM Iight source.