• Title/Summary/Keyword: 쉐이딩 함수 기법

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Beamforming Method for Target Range Estimation Using Near Field Shading Function (근거리 쉐이딩 함수를 이용한 표적 거리 추정 빔형성 기법)

  • Choi, Joo-Pyoung;Lee, Won-Cheol
    • The Journal of the Acoustical Society of Korea
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    • v.27 no.7
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    • pp.350-356
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    • 2008
  • In this paper, we propose shading functions to the appropriate focused beamforming for near-field target estimation. This near field shading functions are based on Chebychev and Manning windows. In order to obtain the optimum sensor weighting values with the help of the proposed shading technique, we assume that the sensor positions associated to the non-uniformly distributed array are precisely known. We calculate a series of sensor weighting values from the FFT operation of given shading functions in time domain. By applying the shading weights on the sensor array, we can see that the level of sidelobe becomes diminished and the performance of estimating range and azimuth gets improved. In addition, we propose a non-uniform structure in terms of frequency bands, which may minimize the attenuation of incoming signals.

Beam pattern analysis for beam homogenization of conformal array sonar (곡면 배열 소나의 빔 균일화를 위한 빔 패턴 분석)

  • Jeong-Ung, Choi;Wooyoung, Hong;Jun-Seok, Lim;Keunhwa, Lee
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.6
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    • pp.637-646
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    • 2022
  • Sub-arrays of arbitrary conformal array have different geometric shape through steering direction, thus the beam patterns of sub-arrays are always non-uniform. In this paper, we apply the beam pattern synthesis method using convex optimization into the conformal array, and shows the improvement of uniformity of beam performance. The simulation is performed with the conformal array of cut-sphere shape. As a result, the standard deviation of 3 dB beamwidth in elevation is greatly reduced but the directivity index is also reduced. To alleviate this trade-off, we propose a convex optimization using a shading function.

Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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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.