• Title/Summary/Keyword: 3D 렌더링

Search Result 479, Processing Time 0.022 seconds

Interpolation method of head-related transfer function based on the least squares method and an acoustic modeling with a small number of measurement points (최소자승법과 음향학적 모델링 기반의 적은 개수의 측정점에 대한 머리전달함수 보간 기법)

  • Lee, Seokjin
    • The Journal of the Acoustical Society of Korea
    • /
    • v.36 no.5
    • /
    • pp.338-344
    • /
    • 2017
  • In this paper, an interpolation method of HRTF (Head-Related Transfer Function) is proposed for small-sized measurement data set, especially. The proposed algorithm is based on acoustic modeling of HRTFs, and the algorithm tries to interpolate the HRTFs via estimation the model coefficients. However, the estimation of the model coefficients is hard if there is lack of measurement points, so the algorithm solves the problem by a data augmentation using the VBAP (Vector Based Amplitude Panning). Therefore, the proposed algorithm consists of two steps, which are data augmentation step based on VBAP and model coefficients estimation step by least squares method. The proposed algorithm was evaluated by a simulation with a measured data from CIPIC (Center for Image Processing and Integrated Computing) HRTF database, and the simulation results show that the proposed algorithm reduces mean-squared error by 1.5 dB ~ 4 dB than the conventional algorithms.

Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics (사진측량과 컴퓨터 그래픽의 결합을 통한 실제 물체의 사실적인 3D 에셋 재건)

  • Yan, Yong
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.147-161
    • /
    • 2021
  • Through photogrammetry techniques, what current researches can achieve at present is rough 3D mesh and color map of objects, rather than usable photo-realistic 3D assets. This research aims to propose a new method to create photo-realistic 3D assets that can be used in the field of visualization applications. The new method combines photogrammetry with computer graphics modeling. Through the description of the production process of three objects in the real world - "Bullet Box", "Gun" and "Metal Beverage Bottle," it introduces in details the concept, functions, operating skills and software packages used in the steps including the photograph object, white balance, reconstruction, cleanup reconstruction, retopology, UV unwrapping, projection, texture baking, De-Lighting and Create Material Maps. In order to increase the flexibility of the method, alternatives to the software packages are also recommended for each step. In this research, 3D assets are produced that are accurate in shape, correct in color, easy to render and can be physically interacted with dynamic lighting in texture. The new method can obtain more realistic visual effects at a faster speed. It does not require large-scale teams, expensive equipment and software packages, therefore it is suitable for small studios and independent artists and educational institutions.

3D Analysis of Scene and Light Environment Reconstruction for Image Synthesis (영상합성을 위한 3D 공간 해석 및 조명환경의 재구성)

  • Hwang, Yong-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
    • /
    • v.6 no.2
    • /
    • pp.45-50
    • /
    • 2006
  • In order to generate a photo-realistic synthesized image, we should reconstruct light environment by 3D analysis of scene. This paper presents a novel method for identifying the positions and characteristics of the lights-the global and local lights-in the real image, which are used to illuminate the synthetic objects. First, we generate High Dynamic Range(HDR) radiance map from omni-directional images taken by a digital camera with a fisheye lens. Then, the positions of the camera and light sources in the scene are identified automatically from the correspondences between images without a priori camera calibration. Types of the light sources are classified according to whether they illuminate the whole scene, and then we reconstruct 3D illumination environment. Experimental results showed that the proposed method with distributed ray tracing makes it possible to achieve photo-realistic image synthesis. It is expected that animators and lighting experts for the film and animation industry would benefit highly from it.

  • PDF

AR Traffic Book by ARToolkit: A Review of Some Selected Challenging Issues (AR툴킷에 의한 AR 트래픽 북(Traffic Book) : 매력적인 사항들에 대한 재검토)

  • Islam, Md. Zahidul;Oh, Chi-Min;Song, Dae-Hyun;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.829-834
    • /
    • 2008
  • Augmented reality makes the relationship between real world and virtual world. The basic goal of an AR system is to enhance the user's perception of and interaction with the real world through supplementing the real world with 3D virtual objects that appear to coexist in the same space as the real world. ARToolkit is widely used toolkit to develop any AR application. However, to do so, a lot of researcher faced many challenges and limitations. In this paper we comprehensively review some selected challenging issues using ARToolkit to develop AR system. And then, we implement a real application for augmented text book with sounds and 3D virtual objects which we called here AR Traffic Book concerning these challenging issues by ARToolkit. In this paper our foremost approaches on the most common challenging issues such as virtual object rendering, camera calibration and tracking.

  • PDF

The Spatial Equalizer$^{(R)}$

  • Kim, Yang-Han;Choe, Jeong-U
    • Broadcasting and Media Magazine
    • /
    • v.16 no.4
    • /
    • pp.31-45
    • /
    • 2011
  • 사용자가 원하는 3D 사운드 혹은 소리의 공간감을 원하는 대로 재현할 수 있는 오디오 시스템은 오랜 기간 동안 인류가 가지고 싶었던 꿈의 기계였다. 그러나 과연 개인 혹은 사용자가 원하는 3D 사운드라는 것이 무엇이며 어떻게 정의하여야 하는지는 명확하지 않다. 이것은 매우 주관적인 개념일 뿐만 아니라 개인에 따라 다를 수 있으며, 그 평가에 대한 객관적인 방법 또한 존재하지 않는다. 관련된 연구를 살펴보면, 원하는 소리의 파동 전파 자체를 시공간 상에서 물리적으로 재현하는 WFS(Wave Field Synthesis)나 Ambisonics, 또는 머리전달함수(HRTF: Head Related Transfer Function)를 기반으로 한 많은 연구들이 있다. 이렇게 재현된 음장(sound field)을 보면 이들이 인지되고 평가되는 등의 객관화를 위하여는 청취 환경에 따라 그 특성이 바뀌고 동일한 환경에서도 청취자에 따라 다르게 인지되는 근본적인 문제점을 가지고 있다. 음장 재현 방법의 이러한 근본적인 문제는 놀랍게도 과거의 스테레오 시스템에서 볼 수 있는 밸런스 노브(balance knob)로부터 그 해결의 실마리를 찾을 수 있다. 밸런스 노브는 보편적인 최적의 소리를 찾는 대신에 청취자가 원하는 음향 효과를 얻을 때까지 직접적으로 소리를 청취하고, 스스로 조절하여 평가할 수 있는 매개체의 역할을 수행한다. 만일 밸런스 노브와 같이 청취자가 원하는 3D 사운드를 스스로 평가하고 조절하기 위한 방법을 마련할 수 있다면? 즉, 청취자가 시공간적으로 원하는 3D 사운드를 실시간으로 청취하고 변화시킬 수 있는 인터페이스를 구현할 수 있다면? 과연 그러한 것이 어떻게 가능할 수 있는지 체계적인 검토가 이루어질 수 있다면 매우 좋을 것이다. 본 고는 이러한 것을 가능케 할 수 있는 즉, 청취자가 자유 자재로 원하는 음장을 형성할 수 있는 렌더링 기법 및 즉각적인 피드백이 가능한 인터페이스를 소개하고 있다. 인터페이스는 현재까지 오디오 시스템에서 주로 사용되는 주파수 이퀄라이져(frequency equalizer)와 매우 유사한 특징이 있다. 이러한 점을 감안하여 "Spatial Equalizer$^{(R)}$"라는 이름을 붙여 보았다. Spatial Equalizer$^{(R)}$는 공간 상에 하나의 점 또는 다수의 점으로 표시되는 가상 음원을 사용자가 조종하여 원 소리의 공간감을 제어할 수 있도록 구성되어 있다. 공간 상에 다수의 점 음원들의 위치를 변화시키거나 크기를 변화시킴으로써 청취자가 원하는 공간감을 구현할 수 있도록 하고 있다. 중요한 것은 종전의 이퀄라이져와 같이 Spatial Equalizer$^{(R)}$에 의해 형성되는 음장이 어떤 객관적인 척도에 의해서 평가되는 대신 사용자에 의해 직접 주관적으로 평가되고, 선택된다는 점이다.

An Implementation of Graphic Offloading Computing using GPU Virtualization based on API Remoting on a Server-based Software Service (서버 기반 SW 서비스에서 API 리모팅 기반의 GPU 가상화를 이용한 그래픽 분할 실행의 구현)

  • Choi, Won-Hyuk;Kim, Won-Young
    • Journal of Internet Computing and Services
    • /
    • v.12 no.6
    • /
    • pp.53-62
    • /
    • 2011
  • In this paper, we introduce a method of graphic offloading computing using a GPU virtualization technology in order to provide high demanding software like 3D software as an on-line software service. When the offloading software is executed on server's software virtualization environment, its graphic works are processed on a client's GPU using GPU virtualization, while on the other its data works are processed on server's CPU. To do that, we propose a method of rendering graphics information on client side GPU using API Remoting method. Also, we show the better performance than server based rendering method when we serve offloading software which include dynamical 3D graphics that display images are frequently changed through on-line. Moreover, we describe a method to virtualize offloading software by a process level and manage client's configuration information in order to decrease server's load when we provide software service to multiple clients.

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
    • /
    • v.18 no.6
    • /
    • pp.1321-1330
    • /
    • 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.

Hardware-Accelerated Multipipe Parallel Rendering of Large Data Streams

  • Park, Sanghun;Park, Sangmin;Bajaj, Chandrajit;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.7 no.2
    • /
    • pp.21-28
    • /
    • 2001
  • As a result of the recent explosive growth of scientific data, extremely large volume datasets have become increasingly commonplace. While several texture-based volume rendering algorithms have been proposed, most of them focused on volumes smaller than the hardware's available texture memory. This paper presents a new parallel volume rendering scheme for very large static and time-varying data on a multipipe system architecture. Our scheme subdivides large volumes dynamically into smaller bricks, and assigns them adaptively to graphics pipes to minimize the costs of texture swapping. With the new method, Phong shaded images can be easily created by computing the gradients on the fly and using the color matrix feature of OpenGL. We report experimental results on an SGI Onyx2 for the various large datasets.

  • PDF

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
    • /
    • v.7 no.2
    • /
    • pp.11-19
    • /
    • 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.

  • PDF

A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.31 no.12
    • /
    • pp.682-691
    • /
    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.