• Title/Summary/Keyword: 3D Rendering

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A study on the Performance of Hybrid Normal Mapping Techniques for Real-time Rendering

  • ZhengRan Liu;KiHong Kim;YuanZi Sang
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.361-369
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    • 2023
  • Achieving realistic visual quality while maintaining optimal real-time rendering performance is a major challenge in evolving computer graphics and interactive 3D applications. Normal mapping, as a core technology in 3D, has matured through continuous optimization and iteration. Hybrid normal mapping as a new mapping model has also made significant progress and has been applied in the 3D asset production pipeline. This study comprehensively explores the hybrid normal techniques, analyzing Linear Blending, Overlay Blending, Whiteout Blending, UDN Blending, and Reoriented Normal Mapping, and focuses on how the various hybrid normal techniques can be used to achieve rendering performance and visual fidelity. performance and visual fidelity. Under the consideration of computational efficiency, visual coherence, and adaptability in different 3D production scenes, we design comparative experiments to explore the optimal solutions of the hybrid normal techniques by analyzing and researching the code, the performance of different hybrid normal mapping in the engine, and analyzing and comparing the data. The purpose of the research and summary of the hybrid normal technology is to find out the most suitable choice for the mainstream workflow based on the objective reality. Provide an understanding of the hybrid normal mapping technique, so that practitioners can choose how to apply different hybrid normal techniques to the corresponding projects. The purpose of our research and summary of mixed normal technology is to find the most suitable choice for mainstream workflows based on objective reality. We summarized the hybrid normal mapping technology and experimentally obtained the advantages and disadvantages of different technologies, so that practitioners can choose to apply different hybrid normal mapping technologies to corresponding projects in a reasonable manner.

A study on multichannel 3D sound rendering

  • Kim, Sun-Min;Park, Young-Jin
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.117.2-117
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    • 2001
  • In this paper, 3D sound rendering using multichannel speakers is studied. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two speakers in 3DD space. However, it is hard to implement the localization of virtual source at back/front and top/below positions because the HRTF of an individual is unique just like the fingerprint. Most of all, the HRTF is highly sensitive to the elevation change. Multichannel sound systems have mainly been used to reproduce the sound field picked up over a certain volume rather than at specific points. Moreover, multichannel speakers arranged in 3-D space produce a much better performance of ...

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Real-Time Terrain Rendering Framework for GIS Applications

  • Kang, Dong-Soo;Lee, Eun-Seok;Shin, Byeong-Seok
    • 한국공간정보시스템학회 논문지
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    • 제11권2호
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    • pp.73-78
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    • 2009
  • Real-time 3D visualization of terrain data is one of the important issues in GIS(Geographic Information System) field. We present a real-time terrain rendering engine that can use several types of GIS data source such as DEM(Digital Elevation Map), DTED(Digital Terrain Elevation Data) and LIDAR(Light Detection And Ranging). Our rendering engine is a quadtree-based terrain rendering framework with several acceleration modules. This can generate an ocular and binocular image. Also it can be applied to the flight simulation, walk-through simulation and a variety of GIS applications.

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다층의학영상의 3차원적 표현기법에 관한 연구 (Three dimension rendering techniques in multiplanar medical images)

  • 김도우;송춘희;차은종;이태수
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1996년도 춘계학술대회
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    • pp.271-274
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    • 1996
  • Shell rendering technique, which is the combined technique of surface rendering and volume rendering, was realized on workstation. By applying it to colon data acquired by CT, its validity was shown. In addition perspective projection coordinate was used for rendering the internal surface of organ and its reality was shown to be improved. This result can be use as the essential technique of virtual endoscope which is the recent hot topic in three dimensional medical imaging.

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모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링 (Realtime Fire Simulation and Rendering on Mobile Environment)

  • 우상혁;조미리나;박동규
    • 한국멀티미디어학회논문지
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    • 제10권7호
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    • pp.934-943
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    • 2007
  • 컴퓨터 그래픽스 분야에서 다뤄지는 유체 시뮬레이션은 사실적인 애니메이션에 있어서 필수적인 요소이기는 하지만 그 계산량이 너무 많아서 실시간 시뮬레이션과 렌더링을 위해서는 많은 시스템 자원을 필요로 하여 주로 PC 환경에서 수행되어 왔다. 최근 휴대 전화의 성능이 빠르게 발전함에 따라 3D 게임과 같은 고급 콘텐츠를 모바일 환경에서 사용 가능하게 되었다. 본 논문에서는 PC 환경보다 비교적 성능이 제한적인 모바일 장치에서 위피 플랫폼의 MF3D API를 사용하여 실시간 유체 시뮬레이션을 구현하였다. 유체 시뮬레이션을 구현하기 위하여 나비에-스토크스 식의 풀이가 필요하며, 빠르고 안정적으로 수치해를 시뮬레이션하기 위해서 Stam의 Stable Fluid 기법을 빌보드에서 구현하여 사용하였다. 시뮬레이션 결과는 빌보드 기법을 통해 화면에 나타냈으며, "루피 스토리"라는 모바일 3D 게임 콘텐츠에 적용하였다.

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Spectrum-Based Color Reproduction Algorithm for Makeup Simulation of 3D Facial Avatar

  • Jang, In-Su;Kim, Jae Woo;You, Ju-Yeon;Kim, Jin Seo
    • ETRI Journal
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    • 제35권6호
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    • pp.969-979
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    • 2013
  • Various simulation applications for hair, clothing, and makeup of a 3D avatar can provide more useful information to users before they select a hairstyle, clothes, or cosmetics. To enhance their reality, the shapes, textures, and colors of the avatars should be similar to those found in the real world. For a more realistic 3D avatar color reproduction, this paper proposes a spectrum-based color reproduction algorithm and color management process with respect to the implementation of the algorithm. First, a makeup color reproduction model is estimated by analyzing the measured spectral reflectance of the skin samples before and after applying the makeup. To implement the model for a makeup simulation system, the color management process controls all color information of the 3D facial avatar during the 3D scanning, modeling, and rendering stages. During 3D scanning with a multi-camera system, spectrum-based camera calibration and characterization are performed to estimate the spectrum data. During the virtual makeup process, the spectrum data of the 3D facial avatar is modified based on the makeup color reproduction model. Finally, during 3D rendering, the estimated spectrum is converted into RGB data through gamut mapping and display characterization.

VR 환경을 위한 실시간 음장 재현 시스템 구현 (Real-Time 3D Sound Rendering System Implementation for Virtual Reality Environment)

  • 채수복;방승범;황신;고희동;김순협
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 추계학술대회 논문집
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    • pp.222-227
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    • 2000
  • 본 논문은 VR시스템에서 실시간으로 3D Sound를 Rendering하기 위한 음장재현 시스템구현에 관한 것이다. 2개의 Speaker 또는 헤드폰을 사용하여 음장을 제어할 수 있다. 음장 제어는 레이 트레이싱(Ray Tracing)기법을 이용하여 음장을 시뮬레이션하고 가상 공간의 음장 파라미터를 추출하여 음원에 적용하면서 실시간으로 음장효과를 렌더링한다. 이 시스템은 펜티엄-II 333MHz, 128M RAM, SoundBlaster SoundCard를 사용한 시스템에서 구현하였다. 최종적으로 청취자는 2개의 스피커 또는 헤드폰을 이용하여 3D 음장을 경험하게 된다.

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모바일 장치에서의 가시화를 위한 경계기반 삼각화 (A Constrained Triangulation Technique for Visualization on Mobile Devices)

  • 양상욱;최영
    • 한국CDE학회논문집
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    • 제12권6호
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    • pp.413-421
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    • 2007
  • 3D rendering is becoming a common feature of mobile application programs with the rapid advance of mobile devices. Since the existing rendering engines do not provide triangulation functions, mobile 3D programs have focused on an efficient handling with pre-tessellated geometry. In addition, triangulation is comparatively expensive in computation, so it seems that the triangulation cannot be easily implemented on mobile devices with limited resources. Triangulation of 3D geometry is the essential process of visualization of 3D model data and many different triangulation methods have been reported. We developed a light and fast visualization process that involves constrained triangulation based on Voronoi diagram and applied it to a mobile computer application. In this paper, we applied kd-tree to the original incremental construction algorithm and produced new O(nlogn) incremental construction algorithm. And we show a simple and efficient constrained triangulation method based on Voronoi diagram. This paper also describes an implementation of mobile STEP data viewer as an application of our proposed algorithms.

A Study of Artificial Intelligence Generated 3D Engine Animation Workflow

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.286-292
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    • 2023
  • This article is set against the backdrop of the rapid development of the metaverse and artificial intelligence technologies, and aims to explore the possibility and potential impact of integrating AI technology into the traditional 3D animation production process. Through an in-depth analysis of the differences when merging traditional production processes with AI technology, it aims to summarize a new innovative workflow for 3D animation production. This new process takes full advantage of the efficiency and intelligent features of AI technology, significantly improving the efficiency of animation production and enhancing the overall quality of the animations. Furthermore, the paper delves into the creative methods and developmental implications of artificial intelligence technology in real-time rendering engines for 3D animation. It highlights the importance of these technologies in driving innovation and optimizing workflows in the field of animation production, showcasing how they provide new perspectives and possibilities for the future development of the animation industry.

유비쿼터스 환경에서 다중레벨 3D 그래픽 콘텐츠의 적응 서비스를 위한 미들웨어 연구 (Multi-Level Study for Adaptation Service of 3D Graphics Contents in Ubiquitous Environment)

  • 김학란;박화진;윤용익
    • 디지털콘텐츠학회 논문지
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    • 제8권2호
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    • pp.245-253
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    • 2007
  • 모바일 컴퓨팅과 유비쿼터스 컴퓨팅 환경에서는 컴퓨터 그래픽의 사용 및 응용이 점점 더 증가되고 있다. 컴퓨터 그래픽의 실시간 모델링 및 렌더링은 시스템의 성능에 크게 영향을 받으며 핸드폰이나 PDA등 저 성능의 시스템인 경우 사실상 불가능한 경우도 있다. 따라서 기존에 어떤 상황에 있는 사용자이든지 사용자 환경에 맞는 컴퓨터 그래픽스 콘텐츠를 실시간으로 제공하기 위한 방법으로 지능형 서비스 렌더링 미들웨어를 제안했다. 서비스 렌더링 미들웨어는 다중 단계를 가지는 구성요소와 응용이 필수적으로 요구되어지며 본 논문에서는 서비스 렌더링 미들웨어에서의 그래픽 콘텐츠의 적응 레벨을 결정하기 위한단말기 성능별 다중해상도 알고리즘을 제안한다.

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