• Title/Summary/Keyword: 3D Ray Tracing

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Odyssey: a new GPU-based ray-tracing code for the Kerr Spacetime

  • Pu, Hung-Yi;Yun, Kiyun;Yoon, Suk-Jin
    • The Bulletin of The Korean Astronomical Society
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    • v.39 no.2
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    • pp.86.2-86.2
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    • 2014
  • We present a new ray-tracing code, "Odyssey", for the Kerr spacetime accelerated by the Graphics Processing Unit (GPU). Taking advantage of the ability of nVidia graphic cards to evaluate trajectories of a large amount of photon simultaneously, the code is two orders of magnitude as fast as the previous CPU-based code corresponding to the speed of few nanoseconds per photon per time step. In the light of the Graphic User Interface (GUI) powered by the GPU-enhanced 2D/3D displaying technique, DirectX, it is feasible for users to manipulate diverse results such as rotating and zooming in/out the trajectories of photon instantly near the black hole. Thus the Odyssey can serve as a tool not only for scientific but also for the educational purpose. We discuss possible applications in detail in light of several results such as the shape of the silhouette of a black hole, the shape of a hot spot orbiting a black hole, and 3D photon trajectories.

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A 3D Ray-Tracing Propagation Model for Analyses on the Indoor Polarization Diversity Scheme (3차원 광선 추적법을 이용한 실내 환경에서의 편파 다이버시티 성능 분석에 관한 연구)

  • 홍순학;석우찬;윤영중
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.10 no.5
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    • pp.766-776
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    • 1999
  • In this paper to evaluate the performance of the polarization diversity and the space diversity in the indoor environment, we used 3D Ray-tracing simulation. This model is capable of predicting small scale fading characteristics of the channel for evaluating the performances of both the polarization and the space diversity scheme. The measurement and simulation results show that the polarization diversity and the space diversity are expected to be efficiently used for the indoor environments. Moreover, the results show that the proposed polarization diversity technique using directional dual polarization microstrip array antennas has more diversity gain than the conventional polarization and space diversity using dipole antenna.

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Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

A Hybrid Shadow Testing Scheme During Ray Tracing (광선추적 수행중 혼합 음영검사에 관한 연구)

  • Eo, Kil-Su;Kyung, Chong-Min
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.3
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    • pp.95-104
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    • 1989
  • This paper presents a new shadow testing acceleration scheme for ray tracing called Hybrid Shadow Testing (HST) based on a conditional switching between the conventinal shadow testing method and Crow's shadow volume method, where the shadow polygons as well as the object polygons are registered onto the corresponding cells under the 3-D space subdivision environment. Despite the preprocessing time for the generation and registration of the shadow polygons, the total shadow testing time of the proposed algorithm, HST was approximately 50% of that of the conventional shadow testing method for several examples while the total ray tracing time was typically reduced by 30% from the conventional approach. This due to the selective use of the shadow volume method with a compromise between the maximal utilisation of shadow's spatial coherency and minimising the computational overhead for checking ray intersections with the shadow polygons. A parameter, $N_{th}$ denoting the critical number of shadow polygons between successive reflection points was used as a guideline for switching the shadow testing scheme between the conventional method and shadow volume method. A method for calculating $N_{th}$ from such statistical data as the number of object polygons, average polygon size average peripheral length of the polygons was proposed, resulting in good agreement with the experimental results.

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An Efficient Collision Detection in the Dynamic Spatial Subdivisions for an MMORPG Engine

  • Lee, Sung-Ug;Park, Kyung-Hwan
    • Journal of Korea Multimedia Society
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    • v.7 no.12
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    • pp.1729-1736
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    • 2004
  • This paper proposes an efficient collision detection method in the dynamic spatial subdivisions for the MMORPG engine which requires realtime interactions. An octree is a suitable structure for static scenes or terrain processing. An octree spatial subdivision enhances rendering speed of scenes. Current spatial subdivisions tend to be highly optimized for efficient traversal, but are difficult to update quickly for a changing geometry. When an object moves to the outside extent for the spatial subdivisions, the acceleration structure would normally have to be rebuilt. The OSP based on a tree is used to divide dynamically wide outside which is the subject of 3D MMORPG. TBV does not reconstruct all tree nodes of OSP and has reduced rebuilding times by TBV information of a target node. A collision detection is restricted to those objects contained in the visibility range of sight by using the information established in TBV. We applied the HBV and ray tracing for an efficient collision detection.

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Improvement of Light Extraction Efficiency of LED Packages Using an Enhanced Encapsulant Design

  • Choi, Hyun-Su;Park, Joon-Sik;Moon, Cheol-Hee
    • Journal of the Optical Society of Korea
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    • v.18 no.4
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    • pp.370-376
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    • 2014
  • We optimized the design of the flat encapsulant of a light-emitting diode (LED) package to obtain higher light output power (LOP), both by experiment and simulation using three-dimensional ray-tracing software. In the experiment, the refractive index of the encapsulant was varied (1.41 and 1.53). In addition, double-layer structures with these refractive indices (1.41/1.53) were investigated by varying the shape of the interface between the two among flat, concave, and convex. The experiments showed that the LOP of the double-layer encapsulant with convex interface increased by 13.4% compared to the single-layer encapsulant with a refractive index 1.41, which was explained by the increase of the light extraction efficiency (LEE) in connection with the increase of the critical angle (${\theta}_c$) and the decrease of the Fresnel reflection.

Channel modeling based on multilayer artificial neural network in metro tunnel environments

  • Jingyuan Qian;Asad Saleem;Guoxin Zheng
    • ETRI Journal
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    • v.45 no.4
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    • pp.557-569
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    • 2023
  • Traditional deterministic channel modeling is accurate in prediction, but due to its complexity, improving computational efficiency remains a challenge. In an alternative approach, we investigated a multilayer artificial neural network (ANN) to predict large-scale and small-scale channel characteristics in metro tunnels. Simulated high-precision training datasets were obtained by combining measurement campaign with a ray tracing (RT) method in a metro tunnel. Performance on the training data was used to determine the number of hidden layers and neurons of the multilayer ANN. The proposed multilayer ANN performed efficiently (10 s for training; 0.19 ms for prediction), and accurately, with better approximation of the RT data than the single-layer ANN. The root mean square errors (RMSE) of path loss (2.82 dB), root mean square delay spread (0.61 ns), azimuth angle spread (3.06°), and elevation angle spread (1.22°) were impressive. These results demonstrate the superior computing efficiency and model complexity of ANNs.

The Representation of 3-D Objects Using the Lattice-Structured Space Subdivision for the Simplification of the Inside Test in the Bounding Box (Bounding box의 Inside Test를 간단화시킨 격자형공간분할을 이용한 입체원형의 표현)

  • 김영일;조동익;최병욱
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.25 no.12
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    • pp.1633-1638
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    • 1988
  • This paper proposes the lattice-structured space subdivision method using bounding volume to reduce a great number of ray-surface intersection calculations in ray tracing algorithm for the computer graphics. We show that this method reduced 50%-70% calculations compard to pre-exist method by experiments.

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Current progress in development of full 3D earth model for integrated ray tracing simulation of planetary disk averaged spectra

  • Ryu, Dong-Ok;Jung, Kil-Jae;Oh, Eun-Song;Ahn, Ki-Beom;Jeong, Soo-Min;Jeong, Yu-Kyeong;Yu, Jin-Hee;Lee, Jae-Min;Hong, Eric(JS);Kim, Sug-Whan
    • Bulletin of the Korean Space Science Society
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    • 2008.10a
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    • pp.28.1-28.1
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    • 2008
  • Detection of spectral bio-signatures from extra terrestrial planets has received an increasing attention from the astronomy and space science communities in recent years. In an attempt to better-understand disk averaged spectra of the only know terrestrial planet i.e. Earth, we are constructing a scale-able 3D earth model with surface reflectance and scattering properties. The USGS coastal line data were used to form coastal line segments and they were then stitched to generate continuous coastal lines to represent major continents and large islands. As the first stage of model verification, wavelength dependent ocean and land reflectance data and scattering characteristics were defined over the land and sea surfaces respectively. We then performed ray tracing based imaging and radiometric transfer simulations using a hypothetical optical payload receiving the reflected and scattered sun lights from the earth. The model concept, computational details, the simulation results are discussed as well as the future development plan.

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Volume Rendering Technique for 3-D Visualization and Its Performance Improvements (물체의 3차원적 도시를 위한 입체묘사기법의 성능향상 및 그 응용)

  • Lee, Min-Seop;Cheon, Gang-Uk;Ra, J.B
    • Journal of Biomedical Engineering Research
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    • v.12 no.2
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    • pp.79-88
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    • 1991
  • Semi-transparent volume rendering technique can provide 3-D visualization well by voxel level Processing and alleviate segmentation arf, ifacts compared wish the surface rendering technique. In this Paper, we consider several new schemes which can improve she Perform ance of volume rendering. A directional interpolation method is proposed to reduce the artifact due to the anisotrophic resolution in X-ray CT data. The computation time for rendering is shortened by using the depth information of the 3-D object. And also, we reduce the quantization artifacts in the rendering by introducing the opacity-dependent sampling interval to sampling in ray-tracing.

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