• Title/Summary/Keyword: 사실적인 렌더링

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Smoke Rendering Method in Post-processing for Safety-Training Contents (안전 훈련 콘텐츠에 적합한 포스트 프로세싱 단계에서의 연기 렌더링 방법)

  • Park, Sanghyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1644-1652
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    • 2022
  • In the case of safety training where practical training is impossible due to risk problems, training contents using realistic media such as virtual reality or augmented reality are becoming a new alternative. In this paper, we propose a smoke modeling method that can be applied to safety-training contents implemented with realistic media technology. When an accident occurs in a hazardous area such as a petrochemical plant, visibility is not secured due to gas leakage and fire. In order to create such a situation, it is important to realistically express smoke. The proposed method is a smoke model implementation technique that can be effectively applied to the background of complex passages and devices such as petrochemical plants. In the proposed method, the smoke is expressed using volumetric rendering in the post-processing stage for the resulting image of scene rendering. Implementation results in the background of the factory show that the proposed method produces models that can express the smoke realistically.

GPU-accelerated Global Illumination for Point Set Rendering (GPU 가속을 이용한 점집합 렌더링을 위한 전역 조명기법)

  • Min, Heajung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.1
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    • pp.7-15
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    • 2020
  • In the process of visualizing a point set representing a smooth manifold surface, global illumination techniques can be used to render a realistic scene with various effects of lighting. Thanks to the continuous demand for ray tracing and the development of graphics hardware, dedicated GPUs and programmable pipeline for ray tracing have been introduced in recent years. In this paper, real-time global illumination rendering is studied for a point-set model using ray-tracing GPUs. We apply the moving least-squares (MLS) method to approximate the point set to a smooth implicit surface and render it using global illumination by performing massive ray-intersection tests with the surface and generating shading effects at the intersection point. As a result, a complicated point-set scene consisting of more than 0.5M points can be generated in real-time.

A DoF-Based Efficient Image Abstraction (피사계 심도를 고려한 효율적인 이미지 추상화)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.5
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    • pp.1-10
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    • 2018
  • In this paper, we present a non-photorealistic rendering technique that automatically delivers a stylized abstraction of a photograph with DoF(Depth of field). Our approach is a new filtering method that efficiently classifies DoF regions using RGB channels and automatically adjusts the color abstraction and extracted line quality based on this classification. This DoF-based filtering is simple, fast, and easy to implement and significantly improves the abstraction performance in terms of feature enhancement and stylization.

Realistic and Fast Depth-of-Field Rendering in Direct Volume Rendering (직접 볼륨 렌더링에서 사실적인 고속 피사계 심도 렌더링)

  • Kang, Jiseon;Lee, Jeongjin;Shin, Yeong-Gil;Kim, Bohyoung
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.5
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    • pp.75-83
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    • 2019
  • Direct volume rendering is a widely used method for visualizing three-dimensional volume data such as medical images. This paper proposes a method for applying depth-of-field effects to volume ray-casting to enable more realistic depth-of-filed rendering in direct volume rendering. The proposed method exploits a camera model based on the human perceptual model and can obtain realistic images with a limited number of rays using jittered lens sampling. It also enables interactive exploration of volume data by on-the-fly calculating depth-of-field in the GPU pipeline without preprocessing. In the experiment with various data including medical images, we demonstrated that depth-of-field images with better depth perception were generated 2.6 to 4 times faster than the conventional method.

Advanced Pre-Integrated BRDF for Realistic Transmission Light Color in Skin Rendering based on Unity3D (Unity3D기반 피부 투과광의 사실적 색표현을 위한 개선된 사전정의 BRDF)

  • Kim, Seong-Hoon;Moon, Yoon-Young;Choi, Jin-Woo;Yang, Young-Kyu;Han, Gi-Tae
    • Annual Conference of KIPS
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    • 2014.04a
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    • pp.840-843
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    • 2014
  • 사실적 피부 렌더링은 피부 표면에서 일어나는 확산반사(Diffusion) 및 경면반사(Specular) 뿐 만 아니라 피부층 내에서 산란되어 나오는 산란광과 얇은 피부층을 통과하는 투과광 등을 고려하여 렌더링 되어야 한다. 이를 물리적인 개념들을 사용하여 실시간으로 계산하여 표현하는 것은 많은 계산량과 시간을 필요로 하므로 확산 반사 및 경면 반사 등을 미리 계산하여 텍스쳐로 저장하고 재사용하는 사전정의 BRDF 방법으로 근사화하여 표현할 수 있다. 하지만 사전정의 BRDF를 통해 생성된 피부 투과광색상 텍스쳐 맵은 그 색상이 고정되어있어 조명의 색상이 바뀌어도 피부를 투과하는 빛의 색상이 변하지 않아 부자연스러움을 보인다. 본 논문에서는 이러한 문제를 해결하기 위해 물체와 조명간의 거리를 이용하여 빛의 감쇠비율을 구하고 조명의 색상 값과 감쇠비율을 이용하여 피부 투과광 색상 텍스쳐 맵의 RGB채널 수정을 통해 피부 렌더링에서의 자연스러운 투과광 표현이 가능함을 보였다.

Lossless Compression and Rendering of Multiple Layer Displacement Map (다층 변위 맵의 비손실 압축과 렌더링)

  • Chun, Young-Jae;Kim, Hae-Dong;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.171-178
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    • 2009
  • Multiple layer displacement mapping methods are able to represent more complex and general geometries which cannot be presented by single layer displacement mapping methods, and provide a realistic scene to digital contents such as 3D games and movies with relatively low costs. However, as we use more layers for details, data space is wasted more because lower layers have less displacement data than higher layers. In this paper, we suggest a lossless compression and rendering method of a multiple layer displacement map. Since we compress the map without data loss, the proposed method provides the same quality as the rendering result that uses an original multiple layer displacement map.

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Attributes Optimization Method of Effective Use of Toon-shading (툰 쉐이딩의 효과적인 사용을 위한 속성 최적화의 방안)

  • Shin, Il-Yong
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.154-161
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    • 2008
  • Rapidly changing 3D rendering technology is expanding its fields of display fast towards Non-Photorealistic Rendering beyond Photorealistic Rendering. It is now attainable to realize conventional 2D visual animated cartoons with 3D animation technology. It is not complex to create two shades of color or more with the rendered outcomes, made by Toon-Shading, of 3D total packaging animation Maya with black outlines brought through the process of 2D animation. It the reality of 3D animation being one of the prevalent mechanisms of animated films, it is valuable for familiarized animated cartoons to be realized by the technology of 3D animation. Thus, I hope to help in many ways create more effective 3D cartoon animation production process by optimized Toon-Shading attributes method and technology in this research.

A Study on Replacing Method Global Illumination Using Ambient Occlusion (Ambient Occlusion을 이용한 Global Illumination 대체기법 연구)

  • Park, Jae-Wook;Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.493-510
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    • 2014
  • From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.

디지털 컨텐츠 제작을 위한 비사실적 렌더링 기술

  • 박영섭;윤경현
    • Korea Multimedia Society
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    • v.8 no.1
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    • pp.76-85
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    • 2004
  • 1960년대 시작된 컴퓨터 그래픽스에 관한 연구는 그 목표를 사진과 같은 영상을 만들어 내는데 두었다. 지난 30년간 포토리얼리즘이라는 용어로 대변되듯, 기존 컴퓨터 그래픽스의 궁극적인 관심은 얼마나 실제와 같은 영상을 만들 수 있는가에 집중되었다. 이러한 전통적인 컴퓨터 그래픽스는 레디오시티나 광선추적법같이 사물의 물리적인 특성이나 역학적인 특징을 그대로 흉내 내어 매우 사실적인 영상을 만들어내었다.(중략)

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Scattered Light Representation in Accordance with the Material Using Scatterer Template in Volume Rendering (볼륨 렌더링에서 산란자 템플릿을 이용한 재질별 산란광 표현)

  • Lee, Byeong-Joon;Kwon, Koojoo;Shin, Byeong-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.12
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    • pp.677-684
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    • 2016
  • For realistic rendering volume to calculate the light effects as well as the shade is essential. In order to produce the high quality of the resulting image, it is necessary to represent a global illumination, and it should be considered an indirect effect of the direct impact and scattering of light. It requires a lot of resources in order to perform this operation and, in particular, is very expensive when large amounts of data to be rendered as a volume data is consumed. In this paper, we generate a scatterer template according to the physical laws for each material. Considering that each object having material property stores photons of the template based on the Lambert illumination model. When the volume rendering in this paper, using the photon is stored in the template, based on the voxel to be sampled within the examination volume occluded, and it represents the global illumination of the scattering. Because the materials produced by the template requires a less resource only if comprised of a complex material, a simple operation can be expressed within the scattering volume at a low cost through.