• Title/Summary/Keyword: realistic scenes

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Realistic Scenes Reproduction Based on Total Variation

  • Li, Weizhong;Ma, Honghua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.11
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    • pp.4413-4425
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    • 2020
  • In order to completely record all the information of realistic scenes, high dynamic range (HDR) images have been widely used in virtual reality, photography and computer graphics. A simple yet effective tone mapping method based on total variation is proposed so as to reproduce realistic scenes on low dynamic range (LDR) display devices. The structural component and texture component are obtained using total variation model in logarithmic domain. Then, the dynamic range of the structural component is compressed with an adaptive arcsine function. The texture component is processed by Taylor series. Finally, we adjust the saturation component using sigmoid function and restore the color information. Experimental results demonstrate that our method outperforms existing methods in terms of quality and speed.

A Study on the Methods to Embody Spectacle Realism in the Aerial Battle Scenes of Movie (영화의 공중전 장면에서 스펙타클 리얼리즘의 형상화 방식 연구)

  • Lee, JongHoon
    • Journal of Korea Multimedia Society
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    • v.22 no.6
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    • pp.716-728
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    • 2019
  • This study explores the concept of spectacular realism. and finds out how spectacular realism is made in movies. The Movies's spectacle is a realistic spectacle that does not miss the reality. so audiences can immerse themselves in it. Nowadays the spectrum of visual realism is becoming very diverse. "Perceptual realism" means to feel more like real than to reproduce reality as it is. "Synthetic realism" is a realism that CGI makes. And "Spectacular realism" makes the spectators concentrate to images than narrative or character. It means the dominance of the visual. The films and showed "Spectacular realism" especially in the aerial battle scenes. The films use 'Presentation of a new spatial sensation using unusual angles', 'Editing that constitutes transcendental time' and 'Intense contrast' as methods to embody spectacular realism. And the harmonious arrangement of transcendental images and very realistic screens effectively embodies Spectacular Realism. This discussion, which began in the air battle scene, could contribute to a broader and more diverse exploration of the implementation of spectacular realism images in the future.

Realistic Visualization of Car Configurator Based On Unreal Engine 4(UE4)

  • Zhong, Yiming;Yun, Tae Soo;Lee, Byung Chun
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.105-115
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    • 2022
  • The platform for displaying cars has been changing with the times. From the popularity of paper media to the rise of computer graphics, the improvement of technology has brought more space and possibilities to the automotive industry. Yiming Zhong proposed the workflow of car configurator through Unreal Engine 4 to implement the basic functions of configuration in 2021, according to Yiming Zhong's final presentation, there is still room to improve the realism of graphics and functionality of the car configurator. Therefore, in this paper we propose to upgrade the car shaders and lighting environments according to the real-world physics and add multi-scenes switching function to car configurator. However the multi-scenes switching function also brings a large amount of data, which leads to the problem of display lag. At the end of the paper, we use the level of details(LOD) process to reduce the amount of data for real-time computing in Unreal Engine 4 and the increase of frames per second(FPS) values verifies the feasibility of our optimization solution.

CG and Photo-Realistic Image Composition in Ocean Scenes (바다영상에서의 CG/실사 합성)

  • Yu, Jung-Jae;Kim, Jae-Hean;Park, Chang-Jun;Lee, In-ho
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.287-288
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    • 2006
  • CG and Photo-realistic image composition in the ocean scenes is frequently used in movies and TV advertisement. But it is very difficult task because it's impossible to use calibration tool in outdoor environment or to use auto-calibration algorithm using natural features like KLT(Kanade Lucas Tomasi feature tracker) from the ocean scene. We propose a simple, effective method for solving camera motion using previous knowledge about background structure. We applied our method to the production of a commercial movie, 'Hanbando' and the result was satisfactory.

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Realistic Rainfall Effect Algorithm Comparison and Analysis (사실적인 비 내리는 효과 알고리즘 비교 및 분석)

  • Seo, Taeuk;Sung, Mankyu
    • Journal of Korea Multimedia Society
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    • v.22 no.1
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    • pp.99-109
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    • 2019
  • Realistic rendering of natural phenomena is a difficult problem. Many environmental factors must be considered to simulate this phenomenon. At the same time, we need to think about their computational complexity to be simulated with computer algorithm One of the most difficult problems in creating weather conditions is the rain. To simulate realistic rainy scene, you have to consider the physical properties of rain and the environmental where the rain is falling down as well. In this paper, we survey the modeling and rendering techniques for realistic rainfall scenes from three different aspects. First, we list up techniques for modeling raindrop dynamics. Second, we survey the rendering techniques that render the raindrop in the environment. Third, we take a look at the hybrid methods that combines the rendering the modeling at the same time. For each aspect, we compare the algorithms in terms of implementation and their speciality.

Studies on the Costume of Gamrotenghwa in Choson Dynasty (조선시대 감로탱화 풍속장면의 복식 연구)

  • Yang, Suk-Hyang;Lee, Tae-Ho;Lee, Kyeung-Hwa
    • Fashion & Textile Research Journal
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    • v.5 no.5
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    • pp.481-494
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    • 2003
  • The Gamrotenghwa of the Choson Dynasty is a unique genre of buddhist painting in that the destiny of the dead souls and the guidance to nirvana are expressed in reality. More than 50 of the Gamrotenghwa are known to be present, and the lower part of the paintings includes a wide assortment of folk customary scenes reflecting the social life style of the time when the painting was drawn, such as difficulties in life. public life, punishment and war. Changes in the costume of the people shown on the customary scenes of the Gamrotenghwa according to the time based changes in painting style were investigated in this study. The results are summarized in three points. First, the costumes of bureaucrats showed a tendency of preservation without any major changes in the painting. On the other hand, costumes of public and entertainer in the scenes were very close to those worn by the people at that time. The realistic description of public life in the painting may establish the value of the Gamrotenghwa as the historical documents. Second, the costume of the people in the painting showed a dual structure as the social positions; bureaucrats wore various official hats, large coats and belts to expose their social prestige. while the general public wore simple and convenient clothing which is divided into shirt and pants. The dual structure of the costume in the painting is in well accordance with that of the later period of Choson dynasty, suggesting that the customary scenes in the painting represent the social life style of the period. Finally, the customary scenes in the Gamrotenghwa are very variegated. which shows a variety of beauty of wearing even though they look coarse in a sense. The diversity of wearing beauty in the picture may contribute to the recreation of the beauty of shape in the new design of Hanbok.

Development of Image-Based Modeller Using Primitive Constraints

  • Seo, Sang-Hyun;Kim, Dong-Hwan;Yoon, Kyung-Hyun
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.164.3-164
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    • 2001
  • In this paper, we present a method for obtaining the actual modeling data through reconstructing a 3D data from an image and a method of estimating the geometrical information and the camera location of architectural objects from a photograph containing a virtual environment are introduced. Our approach combines both geometry-based and image-based modeling techniques. The modeling system is effective and robust because it exploits constrains that are characteristic of architectural scenes. Our approach can recover models for use in either geometry-based rendering systems. We present results that demonstrate out approach´s ability to create realistic renderings of architectural scenes from viewpoints far from the original photographs.

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The Policy Guideline of Outdoor Advertising Signs Design Study for Street Scened of City (도시의 가로경관 향상을 위한 옥외광고물 디자인 정책 방향 연구)

  • 이중엽
    • Archives of design research
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    • v.11 no.2
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    • pp.71-81
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    • 1998
  • Outdoor advertising signs of sity is recorgnized as the most basic element forming street scenes of city as well as establishing the citys identity in firsthand and secondhand. It has just started by commercial measure but recntly, in the rapid economical growth and diversified social structure a grent number of business have been generated so that is brings an absoluce increage of kind and quantity in outdoor advertising signs. Such quantitative increase has caused now envirenmental city problems so a more effective control of outdoor advertising signs and sophisticatided and logical design is needed. Thus, I would like to set up the direction with street scenes of city can be formed through this study. Firstly, understanding the concept, special features, and strong, weark points of street scenes of city and outdoor advertising signs. Secondly, in present sitiation analysis, studing and comparing the chracteristic of our present outdoor advertising regulations with those of Japanese regulations. Thirdly performing the reserch upon now advertising signs can be influentia in city scenes and thereafter, issuing possible problem censequantly, I would like to suggest the direction of control policy of outdoor advertising signs as following (1). Leading differentiation of each reggion for the solution of environmental and scenic problem. (2). Non-realistic advertising regulation are needed to be amended for uping changing outdoor advertising signs. (3). Advertising problems should be settleed through effectiveness of outdoor advertising signs administration. (4). The problem of advertising agenics should be leaded short term and long term plan. (5). Collection of scenic pollution should be operated for building up a scenic and community consciousness. Therefore, with these suggestion of clear direction of polish, the improvement of city scenes and regional differentiation followed by activated local autonomy system can be induced so that a more beautiful city scenes can be achiveved.

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Real-time Modeling and Rendering of Tidal in Qiantang Estuary

  • Wang, Chang-Bo
    • International Journal of CAD/CAM
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    • v.9 no.1
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    • pp.79-83
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    • 2010
  • Tidal bore is a peculiar nature phenomenon which is caused by the lunar and solar gravitation. Based on the physical characters of tidal bores, in this paper we propose a novel method to model and render this phenomenon, especially the tidal waves in Qiantang estuary. According to Boltzmann equation for tidal waves, we solve it with the novel triangle mesh of Kinectic Flux Vector Splitting (KFVS) mode. Then a method combining a curve forecasting wave and particles model is proposed to render the dynamic scenes of overturning tidal waves. Finally, with some rendering technologies, various realistic tidal waves under diversified conditions is rendered in real time.

Large-Scale Realtime Crowd Simulation Using Image-Based Affordance and Navigation Potential Fields (이미지 기반의 유도장과 항해장을 활용한 실시간 대규모 군중 시뮬레이션)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1104-1114
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    • 2014
  • In large-scale crowd simulations, it is very important for the decision-making system of manipulating interactive behaviors to minimize the computational cost for controlling realistic behaviors such as collision avoidance. In this paper, we propose a large-scale realtime crowd simulation method using the affordance and navigation potential fields such as attractive and repulsive forces of electromagnetic fields. In particular, the model that we propose locally handles the realistic interactions between agents, and thus radically reduces the cost of expensive computation on interactions which has been the most problematic in crowd simulation. Our method is widely applicable to the expression and analysis of various crowd behaviors that are needed in behavior control in computer games, crowd scenes in movies, emergent behaviors of evacuation, etc.