• Title/Summary/Keyword: 라이트 파이프

Search Result 4, Processing Time 0.018 seconds

Method for making lighting effects in graphic image by RGB lighting pipeline (RGB 라이팅 파이프라인에 의한 그래픽 영상 조명효과 구현방법)

  • Qiu, Jia-Yi;Zheng, Qian;Ko, Jae-Hyuk
    • Journal of Digital Convergence
    • /
    • v.15 no.3
    • /
    • pp.307-312
    • /
    • 2017
  • The purpose of this paper is to develop a new type of RGB lighting pipeline that can save time in animation production. After identifying the problems of the current method, the researchers studied 8 steps through new methods and comparative analysis. A method of implementing a graphic image lighting effect by the RGB lighting pipeline according to the current method is to create a render layer for each light set and a set of digital light separated by texture, Three types of written information can be stored in one layer and graphic image, and the accuracy and precision of color correction can be improved. Through this study, we propose the new and improved RGB lighting pipeline according to the characteristics of the work and the industries.

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
    • /
    • v.26 no.3
    • /
    • pp.123-131
    • /
    • 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.

Preliminary Field Test on Daylighting Performance of Perpendicular Light Pipe System (수직형 라이트파이프의 채광성능에 관한 예비평가)

  • Shin, Hae Mi;Park, Hoon;Kim, Jeong Tai
    • KIEAE Journal
    • /
    • v.8 no.1
    • /
    • pp.53-60
    • /
    • 2008
  • The daylighting affects on the human biological cycles and physiological alterations. Daylighting is also an important element in visual comfort and it sometimes influences the quality of vision. Therefore the absence of natural light during the day brings contradictory result. To solve the problems of natural light lack and provide sufficient daylight in interior spaces, it might be necessary to apply some daylighting systems. One of these systems, light pipe system, which is simple, cheep and easily constructed, is very useful to apply for small buildings. The light pipe is simple means of directing daylighting (diffuse and direct lighting)into interior space. In order to application of light pipe system in Korea, it is necessary to optical data of light pipe system. This study aims to evaluate preliminary experiment of the daylighting environment of light pipe system. Light pipe system, that aspect ratio is 1:2(diameter and length), was installed in a windowless mock-up with $27m^2$. The mock-up model was constructed as a prototype of Korean office surface. Illuminance was measured with a Topcon IM-5 Luxmeter to evaluate the distribution of the illuminance on a floor. The indoor and outdoor illuminance and the internal/external illuminance ratio are compared to discuss with in the graphs. Luminance was measured with Radiant imaging Promertric 1400 that is digital photometer to evaluate the distribution of luminance on interior surface. The contrast of luminance is discussed with table and graphs.

Surveying for Barn Facilities of Dairy Cattle Farms by Holding Scale (젖소농가의 사육규모별 축사시설 분석)

  • Min, B.R.;Seo, K.W.;Choi, H.C.;Lee, D.W.
    • Journal of Animal Environmental Science
    • /
    • v.15 no.3
    • /
    • pp.251-262
    • /
    • 2009
  • In this research dairy cattle barn facilities what are 4,198 houses hold over 50 heads were surveyed by scale and province. Full-time farms hold over 50 heads breed total 344,514 heads. Each of Farms holds 50 to 99 heads were 79.8 percent and breed average 82.1 heads. Dairy cattle barns were constructed september 1995 averagely. Each of barns have $1,740.0\;m^2$ scale. The construction type of dairy cattle barn was almost litter barn type 84.0%, freestyle type 5.1%, mooring+litter ground type 17.3% and other types 4.4%. The litter barn type was popular in small farms. But in large farms, freestyle type was popular than small farms. The construction type of dairy cattle barn was almost litter barn type 84.0%, freestyle type 5.1%, moohng+ltter ground type 17.3% and other types 4.4%. Type of dairy cattle robotic milking system was pipeline 41.5%, herringbone 22.8% and tandem 35.8%. The pipeline type was popular in small farms which have 50~99 heads. But in large farms which have over 200 heads, tandem type was popular than small farms. Proportion of floor type of dairy cattle barn was almost litter type 94.9%. Scraper type was popular in large farms than in small farms. Proportion of roof type of dairy cattle barn was slate 32.5%, vinyl 16.3%, sunlight 11.1%, panel 10.9, zinc plate 8.8 and steel plate 8.3%. Roof type was lots of slate type before 1995. But vinyl type is increasing after 1995. Proportion of wall type of dairy cattle barn was almost open type 83.3% and winch-curtain 26.8%. Utilization period of dairy cattle barn was 9.2 years about milker, 7.9 years about automatic feeder, 9.2 years about waterer and 10.4 years about electric facilities. In this results, there were lots of improvements about automatic feeder.

  • PDF