• Title/Summary/Keyword: 물리 기반 렌더링

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Physically-based Haptic Rendering of a Deformable Object Using Two Dimensional Visual Information for Teleoperation (원격조작을 위한 이차원 영상정보를 이용한 변형체의 물리적 모델 기반 햅틱 렌더링)

  • Kim, Jung-Sik;Kim, Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.19-24
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    • 2008
  • This paper presents a physically-based haptic rendering algorithm for a deformable object based on visual information about the intervention between a tool and a real object in a remote place. The physically-based model of a deformable object is created from the mechanical properties of the object and the captured image obtained with a CCD camera. When a slave system exerts manipulation tasks on a deformable object, the reaction force for haptic rendering is computed using boundary element method. Snakes algorithm is used to obtain the geometry information of a deformable object. The proposed haptic rendering algorithm can provide haptic feedback to a user without using a force transducer in a teleoperation system.

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Realistic Rendering of Explosion and Flame Using Photon-Mapping (포톤 매핑 기법을 이용한 폭발 및 화염의 사실적인 렌더링 기법)

  • Kang, Byung-Kwon;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.3
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    • pp.40-51
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    • 2004
  • 최근 활발하게 진행되고 있는 물리 기반 유체 애니메이션에 관한 연구 결과 다양한 형태의 유체 시뮬레이션 데이터가 빈번히 생성되고 있다. 이러한 데이터를 사용하여 고급 애니메이션을 제작하기 위해서는 사실적인 유체 렌더링 기법의 적용이 필수적이다. 본 논문에서는 자연 현상 중에서 컴퓨터 애니메이션 제작에 있어 매우 유용하게 사용할 수 있는 폭발이나 화염과 같은 부류의 유체에 대하여 렌더링의 사실성을 향상 시킬 수 있는 기법을 제안한다. 본 기법은 물리 기반 시뮬레이션을 통하여 산출되는 유체의 여러 물리적 성질에 대하여 포톤 매핑 기법을 적용함으로써, 연기 데이터에 대하여 유체 광원이나 섬광 등과 같은 특수 효과를 구현하는 데에 유용하게 사용될 수 있다.

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3D Texture-Based Volume Graphic Architecture using Visibility-Ordered Division Rendering Algorithm (가시 순차적 분할 렌더링 알고리즘을 이용한 3차원 텍스쳐 기반의 볼륨 그래픽 구조)

  • 김정우;이원종;박우찬;김형래;한탁돈
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.706-708
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    • 2002
  • 3차원 텍스쳐 기반의 볼륨 렌더링 기법은 추가적인 하드웨어가 필요 없기 때문에 개발비용이 적다는 장점이 있지만 다각형 기반 렌더링에 최적화 된 범용 그래픽 하드웨어를 그대로 사용하기 때문에 성능이 낮다는 단점이 있다. 이에 본 논문에서는 병렬 구조의 고성능 볼륨 렌더링 시스템에서 사용되던 볼륨 정보 분한 기법을 범용 그래픽 하드웨어에 적용하는 새로운 3차원 텍스쳐 기반 볼륨 그래픽 구조를 제안한다. 제안하는 구조를 통해 볼륨 정보를 분할하여 처리하면, 번용 그래픽 하드웨어가 갖고 있던 물리적 메모리 크기의 한계성을 극복할 수 있다. 또한 전체 해상도의 알파 블렌딩이 아닌 분할된 볼륨 정보 하나가 차지하는 크기만큼의 작은 해상도로 알파 블렌딩을 수행함으로서 렌더링 단계와 프레임 버퍼간의 데이터 전송량을 1/30로 줄이고 픽셀 캐시의 적중률을 99.9%에 근접하게 높일 수 있다.

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High-Quality Global Illumination Production Using Programmable Graphics Hardware (프로그래밍 가능한 그래픽스 하드웨어를 사용한 고품질 전역 조영 생성)

  • Cha, Deuk-Hyun;Chang, Byung-Joon;Ihm, In-Sung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.414-419
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    • 2008
  • 3D rendering is a critical process for a movie production, advertisement, interior simulation, medical and many other fields. Recently, several effective rendering methods have been developed for the photo-realistic image generation. With a rapid performance enhancement of graphics hardware, physically based 3D rendering algorithm can now often be approximated in real-time games. However, the high quality of global illumination, required for the image generation in the 3D animation production community is a still very expensive process. In this paper, we propose a new rendering method to create photo-realistic global illumination effect efficiently by harnessing the high power of the recent GPUs. Final gathering routines in our global illumination module are accelerated by programmable graphics hardware. We also simulate physically based light transport on a ray tracing based rendering algorithm with photon mapping effectively.

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Physically Inspired Fast Lightning Rendering (물리적 특성을 고려한 빠른 번개 렌더링)

  • Yun, Jeongsu;Yoon, Sung-Eui
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.53-61
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    • 2016
  • In this paper, we propose an algorithm for generating lightning paths, which are more realistic than those of random tree based algorithm and faster than a physically based simulation algorithm. Our approach utilizes physically based Dielectric Breakdown Method (DBM) and approximates the electric potential field dramatically to generate the lightning path. We also show a guide path method for the lightning to avoid obstacles in a complex scene. Finally, our method renders fast and realistic lightning by considering physical characteristics for the thickness and brightness of the lightning stream. Our result of the lightning path shares similarity to natural phenomenon by having about 1.56 fractal dimensions, and we can generate the lightning path faster than a previous physically based algorithm. On the other hand, our method is difficult to apply on the real-time games yet, but our approach can be improved by performing the path generation algorithm with GPU in future.

Gradient Estimation for Progressive Photon Mapping (점진적 광자 매핑을 위한 기울기 계산 기법)

  • Donghee Jeon;Jeongmin Gu;Bochang Moon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.141-147
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    • 2024
  • Progressive photon mapping is a widely adopted rendering technique that conducts a kernel-density estimation on photons progressively generated from lights. Its hyperparameter, which controls the reduction rate of the density estimation, highly affects the quality of its rendering image due to the bias-variance tradeoff of pixel estimates in photon-mapped results. We can minimize the errors of rendered pixel estimates in progressive photon mapping by estimating the optimal parameters based on gradient-based optimization techniques. To this end, we derived the gradients of pixel estimates with respect to the parameters when performing progressive photon mapping and compared our estimated gradients with finite differences to verify estimated gradients. The gradient estimated in this paper can be applied in an online learning algorithm that simultaneously performs progressive photon mapping and parameter optimization in future work.

Photon Mapping-Based Rendering Technique for Smoke Particles (연기 파티클에 대한 포톤 매핑 기반의 렌더링 기법)

  • Song, Ki-Dong;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.7-18
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    • 2008
  • To realistically produce fluids such as smoke for the visual effects in the films or animations, we need two main processes: a physics-based modeling of smoke and a rendering of smoke simulation data, based on light transport theory. In the computer graphics community, the physics-based fluids simulation is generally adopted for smoke modeling. Recently, the interest of the particle-based Lagrangian simulation methods is increasing due to the advantages at simulation time, instead of the grid-based Eulerian simulation methods which was widely used. As a result, because the smoke rendering technique depends heavily on the modeling method, the research for rendering of the particle-based smoke data still remains challenging while the research for rendering of the grid-based smoke data is actively in progress. This paper focuses on realistic rendering technique for the smoke particles produced by Lagrangian simulation method. This paper introduces a technique which is called particle map, that is the expansion and modification of photon mapping technique for the particle data. And then, this paper suggests the novel particle map technique and shows the differences and improvements, compared to previous work. In addition, this paper presents irradiance map technique which is the pre-calculation of the multiple scattering term in the volume rendering equation to enhance efficiency at rendering time.

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Radiation dose plan system based on particle simulation and volume rendering (입자 시뮬레이터와 볼륨 렌더링 기반의 방사선조사계획 시스템)

  • Kim, A-Mi;Kim, Seung-Wan;Song, Ju-Whan;Gwun, Ou-Bong;Kim, Chong-Yeal;Hong, Seung-Woo
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.3
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    • pp.21-26
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    • 2006
  • 악성 종양은 현대인을 괴롭히는 대표적인 질병의 하나로 이를 치료하는데 흔히 이용되는 것이 방사선치료이다. 방사선 치료에서는 종양세포만을 찾아 방사선을 조사하는 것이 무엇보다 중요하다. 본 논문에서는 입자 시뮬레이터 Geant4와 볼륨렌더링을 이용하여 이러한 것을 가능하게 하는 방사선조사계획시스템을 제안하고 시스템의 논리적 구조와 구현 시 고려할 사항에 대하여 알아본다. 본 시스템은 Geant4에 있는 다양한 물리(physics)이론을 적용하여 방사선의 물성을 다양하고 정확하게 시뮬레이션 하고, 시뮬레이션으로 구한 방사선량 분포를 볼륨렌더링으로 생성한 영상과 함께 표시하여 사용자가 방사선 치료 계획을 용이하게 세울 수 있도록 한다.

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A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.

GPU-based modeling and rendering techniques of 3D clouds using procedural functions (절차적 함수를 이용한 GPU기반 실시간 3D구름 모델링 및 렌더링 기법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.4
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    • pp.416-422
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    • 2019
  • This paper proposes a GPU-based modeling and rendering of 3D clouds using procedural functions. The formation of clouds is based on modified noise function made with fbm(Fractional Brownian Motion). Those noise values turn into densities of droplets of liquid water, which is a critical parameter for forming the three different types of clouds. At the rendering stage, the algorithm applies the ray marching technique to decide the colors of cloud using density values obtained from the noise function. In this process, all lighting attenuation and scattering are calculated by physically based manner. Once we have the clouds, they are blended on the sky, which is also rendered physically. We also make the clouds moving in the sky by the wind force. All algorithms are implemented and tested on GPU using GLSL.