• Title/Summary/Keyword: 렌더링 품질

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A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.

Hybrid Down-Sampling Method of Depth Map Based on Moving Objects (움직임 객체 기반의 하이브리드 깊이 맵 다운샘플링 기법)

  • Kim, Tae-Woo;Kim, Jung Hun;Park, Myung Woo;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.11
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    • pp.918-926
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    • 2012
  • In 3D video transmission, a depth map being used for depth image based rendering (DIBR) is generally compressed by reducing resolution for coding efficiency. Errors in resolution reduction are recovered by an appropriate up-sampling method after decoding. However, most previous works only focus on up-sampling techniques to reduce errors. In this paper, we propose a novel down-sampling technique of depth map that applies different down-sampling rates on moving objects and background in order to enhance human perceptual quality. Experimental results demonstrate that the proposed scheme provides both higher visual quality and peak signal-to-noise ratio (PSNR). Also, our method is compatible with other up-sampling techniques.

An Effective Cloth Rendering using Internal Scatter Function (내부 산란함수를 이용한 효과적인 옷감 렌더링)

  • Park, Sun-Yong;Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.97-105
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    • 2009
  • In this paper, we propose a new rendering scheme of cloth by measuring light-scattering pattern inside the cloth and reproducing using the pattern. To date, the BTF(Bidirectional Texture Function) has been one of the most appropriate method to realistically reconstruct cloth surface. However, the BTF has a couple of defects that it ultimately requires an infinite amount of data and all light effects should be used all together. We noted that internal scattering has a decisive contribution to the reality of cloth. Following this observation, we take an image of a ray of light scattering inside cloth for every position of the cloth sample and determine each pixel value by adding up all light influences arriving from its vicinity. Our method we propose in this paper provides a clue to more realistically represent cloth-like materials, which is one of the most challenging materials to express, by enabling each ray to be controlled individually.

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Implementation of Neural Network Accelerator for Rendering Noise Reduction on OpenCL (OpenCL을 이용한 랜더링 노이즈 제거를 위한 뉴럴 네트워크 가속기 구현)

  • Nam, Kihun
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.373-377
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    • 2018
  • In this paper, we propose an implementation of a neural network accelerator for reducing the rendering noise using OpenCL. Among the rendering algorithms, we selects a ray tracing to assure a high quality graphics. Ray tracing rendering uses ray to render, less use of the ray will result in noise. Ray used more will produce a higher quality image but will take operation time longer. To reduce operation time whiles using fewer rays, Learning Base Filtering algorithm using neural network was applied. it's not always produce optimize result. In this paper, a new approach to Matrix Multiplication that is based on General Matrix Multiplication for improved performance. The development environment, we used specialized in high speed parallel processing of OpenCL. The proposed architecture was verified using Kintex UltraScale XKU6909T-2FDFG1157C FPGA board. The time it takes to calculate the parameters is about 1.12 times fast than that of Verilog-HDL structure.

Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.821-830
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    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.

Gaussian Blending: Improved 3D Gaussian Splatting for Model Light-Weighting and Deep Learning-Based Performance Enhancement

  • Yeong-In Lee;Jin-Nyeong Heo;Ji-Hwan Moon;Ha-Young Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.23-32
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    • 2024
  • NVS (Novel View Synthesis) is a field in computer vision that reconstructs new views of a scene from a set of input views. Real-time rendering and high performance are essential for NVS technology to be effectively utilized in various applications. Recently, 3D-GS (3D Gaussian Splatting) has gained popularity due to its faster training and inference times compared to those of NeRF (Neural Radiance Fields)-based methodologies. However, since 3D-GS reconstructs a 3D (Three-Dimensional) scene by splitting and cloning (Density Control) Gaussian points, the number of Gaussian points continuously increases, causing the model to become heavier as training progresses. To address this issue, we propose two methodologies: 1) Gaussian blending, an improved density control methodology that removes unnecessary Gaussian points, and 2) a performance enhancement methodology using a depth estimation model to minimize the loss in representation caused by the blending of Gaussian points. Experiments on the Tanks and Temples Dataset show that the proposed methodologies reduce the number of Gaussian points by up to 4% while maintaining performance.

VF(View Frustum) map : Adaptive Texture Management for Out-of-Core Terrain Visualization (시계범위 맵 : 대규모 지형 가시화를 위한 적응성의 텍스처 관리기법)

  • 김상희;원광연
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.673-675
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    • 2003
  • 제한된 성능의 그래픽처리기를 이용하여 대규모 지형 가시화를 수행할 때 지형데이터, 특히 텍스처 데이터의 효율적 관리는 성능향상에 영향을 끼치는 주요 요소 중 하나이다. 본 연구에서는 지형 셀의 쿼드 트리 구조를 기반으로 시점 매개변수와 그래픽 처리기의 성능을 고려하여 실시간 렌더링 시 효율적으로 텍스처를 관리할 수 있는 다단계의 시계범위 맵 (View Frustum map with classes) 방법을 제안하였고, 비행모의 시스템에 적용하여 기존의 텍스처 관리기법과 비교하였다. 실험결과를 통하여 본 연구에서 제안한 방법이 기존의 방법과 비교하여 영상품질은 유사하게 유지하면서 성능을 크게 향상시킨 방법임을 알 수 있었다.

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Contour based Algorithm for Generating 3D Models of Teeth and Jaw from CT Images (CT 영상에서 치아와 턱의 3차원 모델 생성을 위한 Contour 기반 알고리즘)

  • 최원준;채옥삼
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.619-621
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    • 2003
  • CT, MRI와 같은 의료 영상을 3차원 재구성을 통해 3차원으로 가시화하는 기술은 의료 분야에서 진단과 진료에 많이 활용되고 있다. 이는 의사에게 정확한 진단과 시술에 대한 확신을 환자에게는 시술에 대한 이해와 신뢰를 심어준다. 치아의 경우 치과 진료가 개개의 치아에 이루어진다는 점을 고려하면 개개의 치아가 개별적으로 모델링 되어 3차원 상에 가시화 되어야 한다. Contour 기반 알고리즘은 2차원 단면 데이터로부터 고속 렌더링과 높은 품질의 3차원 모델 생성이 가능하다. 본 논문에서는 CT에서 추출한 치아 contour 데이터로부터 삼각형 패치를 생성하고, 어금니의 분기 문제를 해결하는 3차원 치아 모델 생성을 위한 contour 기반 알고리즘을 제안한다.

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Study on intuitively 3D Solid Contents Authoring Tool based on Multi-View Camera (다시점(Multi-View) 카메라 기반 직관적인 3D 입체 콘텐츠 저작도구에 대한 연구)

  • Roh, Jin-Lee;Lee, Jeong-Joong;Joo, Sang-Hyun;Baik, Sung-Wook
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06c
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    • pp.436-438
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    • 2012
  • 본 연구는 최근 혁신적인 영상 기술 발전에 따른 3D 디스플레이 환경에 활용 가능한 3차원 기반의 다양한 입체 콘텐츠 제작을 위한 다시점(Multi-View)카메라 기반의 3D콘텐츠 저작도구 개발에 대한 연구 결과 및 활용사례를 소개한다. 3D입체 콘텐츠 저작기술은 양안시차를 고려한 다시점(Multi-View) 카메라 배치 및 렌더링 기술을 적용한 방식으로 전문가뿐만 아니라, 일반 사용자도 일정품질 이상의 생동감 있는 3D 입체 콘텐츠를 쉽게 제작 및 활용 가능하도록 사용자 편의를 고려한 직관적인 인터페이스로 구현하였다.

Stylized Specular Reflections Using Projective Textures based on Principal Curvature Analysis (주곡률 해석 기반의 투영 텍스처를 이용한 스타일 반사 효과)

  • Lee, Hwan-Jik;Choi, Jung-Ju
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.37-44
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    • 2006
  • Specular reflections provide the visual feedback that describes the material type of an object, its local shape, and lighting environment. In photorealistic rendering, there have been a number of research available to render specular reflections effectively based on a local reflection model. In traditional cel animations and cartoons, specular reflections plays important role in representing artistic intentions for an object and its related environment reflections, so the shapes of highlights are quite stylistic. In this paper, we present a method to render and control stylized specular reflections using projective textures based on principal curvature analysis. Specifying a texture as a pattern of a highlight and projecting the texture on the specular region of a given 3D model, we can obtain a stylized representation of specular reflections. For a given polygonal model, a view point, and a light source, we first find the maximum specular intensity point, and then locate the texture projector along the line parallel to the normal vector and passing through the point. The orientation of the projector is determined by the principal directions at the point. Finally, the size of the projection frustum is determined by the principal curvatures corresponding to the principal directions. The proposed method can control the position, orientation, and size of the specular reflection efficiently by translating the projector along the principal directions, rotating the projector about the normal vector, and scaling the principal curvatures, respectively. The method is be applicable to real-time applications such as cartoon style 3D games. We implement the method by Microsoft DirectX 9.0c SDK and programmable vertex/pixel shaders on Nvidia GeForce FX 7800 graphics subsystems. According to our experimental results, we can render and control the stylized specular reflections for a 3D model of several ten thousands of triangles in real-time.

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