• Title/Summary/Keyword: 이미지 기반 렌더링

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A Design on Rasterizer for the verification in a 3D Graphic Processor (3D 그래픽 프로세서 검증을 위한 래스터라이저 설계)

  • Lee, Mi-Kyoung;Jang, Young Jo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.639-642
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    • 2009
  • When the graphics accelerator for high-quality multimedia content design, hardware verification environment, easy and accurate performance evaluation in an embedded device is required. To work around this is not verified through the simulation waveform analysis to determine the actual calculated graphic images has designed a software rasterizer. Rasterizer is designed for Windows-based environment using the C language implementation of rasterization has a function at each step. Vertex data is entered and the results were verified.

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음성인식 기반 인터렉티브 미디어아트의 연구 - 소리-시각 인터렉티브 설치미술 "Water Music" 을 중심으로-

  • Lee, Myung-Hak;Jiang, Cheng-Ri;Kim, Bong-Hwa;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.354-359
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    • 2008
  • This Audio-Visual Interactive Installation is composed of a video projection of a video Projection and digital Interface technology combining with the viewer's voice recognition. The Viewer can interact with the computer generated moving images growing on the screen by blowing his/her breathing or making sound. This symbiotic audio and visual installation environment allows the viewers to experience an illusionistic spacephysically as well as psychologically. The main programming technologies used to generate moving water waves which can interact with the viewer in this installation are visual C++ and DirectX SDK For making water waves, full-3D rendering technology and particle system were used.

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Displacement mapping using an image pyramid based multi-layer height map (이미지 피라미드 기반 다층 높이 맵을 사용한 변위 매핑 기법)

  • Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.3
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    • pp.11-17
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    • 2008
  • Many methods which represent complex surfaces using height map without a number of vertex have been researched. However, a single layer height map cannot present more complex objects because it has only one height value on each position. In this paper, we introduce the new approach to render more complex objects, which are not generated by single layer height map, using multi layer height map. We store height values of the scene to each texture channel by the ascending order. A pair of ordered height values composes a geometry block and we use this property. For accurate ray search, we store the highest value in odd channels and the lowest value in even channels to generate quad tree height map. Our ray search algorithm shows accurate intersections between viewing ray and height values using quad tree height map. We solve aliasing problems on grazing angles occurred in previous methods and render the result scene on real-time.

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A GAN-based face rotation technique using 3D face model for game characters (3D 얼굴 모델 기반의 GAN을 이용한 게임 캐릭터 회전 기법)

  • Kim, Handong;Han, Jongdae;Yang, Heekyung;Min, Kyungha
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.13-24
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    • 2021
  • This paper shows the face rotation applicable to game character facial illustration. Existing studies limited data to human face data, required a large amount of data, and the synthesized results were not good. In this paper, the following method was introduced to solve the existing problems of existing studies. First, a 3D model with features of the input image was rotated and then rendered as a 2D image to construct a data set. Second, by designing GAN that can learn features of various poses from the data built through the 3D model, the input image can be synthesized at a desired pose. This paper presents the results of synthesizing the game character face illustration. From the synthesized result, it can be confirmed that the proposed method works well.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.

Fast Light Source Estimation Technique for Effective Synthesis of Mixed Reality Scene (효과적인 혼합현실 장면 생성을 위한 고속의 광원 추정 기법)

  • Shin, Seungmi;Seo, Woong;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.89-99
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    • 2016
  • One of the fundamental elements in developing mixed reality applications is to effectively analyze and apply the environmental lighting information to image synthesis. In particular, interactive applications require to process dynamically varying lighting sources in real-time, reflecting them properly in rendering results. Previous related works are not often appropriate for this because they are usually designed to synthesize photorealistic images, generating too many, often exponentially increasing, light sources or having too heavy a computational complexity. In this paper, we present a fast light source estimation technique that aims to search for primary light sources on the fly from a sequence of video images taken by a camera equipped with a fisheye lens. In contrast to previous methods, our technique can adust the number of found light sources approximately to the size that a user specifies. Thus, it can be effectively used in Phong-illumination-model-based direct illumination or soft shadow generation through light sampling over area lights.

Shading Algorithm Evaluation based on User Perception (사용자 인지 실험 기반 쉐이딩 알고리즘 평가)

  • Byun, Hae-Won;Park, Yun-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.106-115
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    • 2011
  • In this paper, we evaluate the effectiveness of previous shading algorithms in depicting shape of 3d objects. We perform a study in which people are shown an image of one of ten 3D objects shaded with one of eight styles and asked to orient a gauge to coincide with the surface normal at many positions on the object's surface. The normal estimates are compared with each other and with ground truth data provided by a registered 3D surface model to analyze accuracy and precision. Our experiments suggest that people interpret certain shape differently depending on shading of 3d object. This paper offers substantial evidence that current computer graphics shading algorithms can effectively depict shape of 3d objects where the algorithms have the properties of lots of tone steps and uniformly distributed tone steps. This type of analysis can guide the future development of new CG shading algorithms in computer graphics for the purpose of shape perception.

The New Area Subdivision and Shadow Generation Algorithms for Colored Paper Mosaic Rendering (새로운 색종이 모자이크 모양 결정과 입체감 생성 알고리즘에 관한 연구)

  • Seo, SangHyun;Kang, DaeWook;Park, YoungSub;Yoon, Kyunghyun
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.2
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    • pp.11-19
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    • 2001
  • This paper proposes a colored paper mosaic rendering technique based on image segmentation that can automatically generate torn and tagged colored paper mosaic effect. and 3D effect that come about in human-made mosaic work can be represented by generating shadow using difference of paper thickness. Previous method did not produce satisfactory results due to the ineffectiveness of having to use pieces of the same size. The proposed two methods for determination of paper shape and location that are based on segmentation can subdivide image area by considering characteristics of image. The first method is to generate Voronoi polygon after subdividing the segmented image again using quad tree. And the second method is to apply the Voronoi diagram on each segmentation layer. Through these methods, the characteristic of the image is expressed in more detail than previous colored paper mosaic rendering method and these methods enable to produce image that is closer to human-made mosaic work.

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Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

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.