• Title/Summary/Keyword: 3D Rendering

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3D Rendering of Magnetic Resonance Images using Visualization Toolkit and Microsoft.NET Framework

  • Madusanka, Nuwan;Zaben, Naim Al;Shidaifat, Alaaddin Al;Choi, Heung-Kook
    • Journal of Multimedia Information System
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    • 제2권2호
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    • pp.207-214
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    • 2015
  • In this paper, we proposed new software for 3D rendering of MR images in the medical domain using C# wrapper of Visualization Toolkit (VTK) and Microsoft .NET framework. Our objective in developing this software was to provide medical image segmentation, 3D rendering and visualization of hippocampus for diagnosis of Alzheimer disease patients using DICOM Images. Such three dimensional visualization can play an important role in the diagnosis of Alzheimer disease. Segmented images can be used to reconstruct the 3D volume of the hippocampus, and it can be used for the feature extraction, measure the surface area and volume of hippocampus to assist the diagnosis process. This software has been designed with interactive user interfaces and graphic kernels based on Microsoft.NET framework to get benefited from C# programming techniques, in particular to design pattern and rapid application development nature, a preliminary interactive window is functioning by invoking C#, and the kernel of VTK is simultaneously embedded in to the window, where the graphics resources are then allocated. Representation of visualization is through an interactive window so that the data could be rendered according to user's preference.

A Design of Hierarchical Tile-based Rasterizer Using The Improved Tiling Algorithm (타일링 속도를 개선한 계층 구조 타일 기반 Rasterizer 설계)

  • Kim, Do-Hyun;Kyung, Gyu-Taek;Kwak, Jae-Chang;Lee, Kwang-yeob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2014년도 추계학술대회
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    • pp.309-311
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    • 2014
  • The tile-based rendering technique which divides the screen area into tiles of a specific size and creates a 3D graphic model of one tile at a time is used to efficiently utilize limited resources in a 3D graphic pipeline. In this paper, the tiling speed of tile-based rendering was improved by reducing the count of calling lower-levels in the hierarchical tile-based rendering technique. The tiling speed of the proposed Rasterizer is 13.030ms which is 56% faster than 29.614ms of multi-sort tiling and 24% faster than 17.208ms of the conventional hierarchical tiling technique.

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Telepresence Robotic Technology for Individuals with Visual Impairments Through Real-time Haptic Rendering (실시간 햅틱 렌더링 기술을 통한 시각 장애인을 위한 원격현장감(Telepresence) 로봇 기술)

  • Park, Chung Hyuk;Howard, Ayanna M.
    • The Journal of Korea Robotics Society
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    • 제8권3호
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    • pp.197-205
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    • 2013
  • This paper presents a robotic system that provides telepresence to the visually impaired by combining real-time haptic rendering with multi-modal interaction. A virtual-proxy based haptic rendering process using a RGB-D sensor is developed and integrated into a unified framework for control and feedback for the telepresence robot. We discuss the challenging problem of presenting environmental perception to a user with visual impairments and our solution for multi-modal interaction. We also explain the experimental design and protocols, and results with human subjects with and without visual impairments. Discussion on the performance of our system and our future goals are presented toward the end.

Speeding up the 3D Model Rendering on Android Device (안드로이드 디바이스에서의 3 차원 모델 렌더링 속도 향상)

  • Ng, Cong Jie;Kang, Dae-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2011년도 춘계학술발표대회
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    • pp.72-74
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    • 2011
  • Rendering complex 3D model on smart mobile device with limited processing power and memory is challenging. Without optimization, the complex 3D model cannot be rendered smoothly. Special techniques are required to take into account to speed up the processing. In this paper, we will discuss about some approaches to alleviate the problem.

GPU-based modeling and rendering techniques of 3D clouds using procedural functions (절차적 함수를 이용한 GPU기반 실시간 3D구름 모델링 및 렌더링 기법)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제23권4호
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    • pp.416-422
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    • 2019
  • This paper proposes a GPU-based modeling and rendering of 3D clouds using procedural functions. The formation of clouds is based on modified noise function made with fbm(Fractional Brownian Motion). Those noise values turn into densities of droplets of liquid water, which is a critical parameter for forming the three different types of clouds. At the rendering stage, the algorithm applies the ray marching technique to decide the colors of cloud using density values obtained from the noise function. In this process, all lighting attenuation and scattering are calculated by physically based manner. Once we have the clouds, they are blended on the sky, which is also rendered physically. We also make the clouds moving in the sky by the wind force. All algorithms are implemented and tested on GPU using GLSL.

Generation of Stereoscopic Image from 2D Image based on Saliency and Edge Modeling (관심맵과 에지 모델링을 이용한 2D 영상의 3D 변환)

  • Kim, Manbae
    • Journal of Broadcast Engineering
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    • 제20권3호
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    • pp.368-378
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    • 2015
  • 3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. The 3D conversion plays an important role in the augmented functionality of three-dimensional television (3DTV), because it can easily provide 3D contents. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) rendering for producing a stereoscopic image. However except some particular images, the existence of depth cues is rare so that the consistent quality of a depth map cannot be accordingly guaranteed. Therefore, it is imperative to make a 3D conversion method that produces satisfactory and consistent 3D for diverse video contents. From this viewpoint, this paper proposes a novel method with applicability to general types of image. For this, saliency as well as edge is utilized. To generate a depth map, geometric perspective, affinity model and binomic filter are used. In the experiments, the proposed method was performed on 24 video clips with a variety of contents. From a subjective test for 3D perception and visual fatigue, satisfactory and comfortable viewing of 3D contents was validated.

A Study on Synthetic Techniques Utilizing Map of 3D Animation - A Case of Occlusion Properties (오클루전 맵(Occlusion Map)을 활용한 3D애니메이션 합성 기법 연구)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • 통권40호
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    • pp.157-176
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    • 2015
  • This research describes render pass synthetic techniques required to use for the effectiveness of them in 3D animation synthetic technology. As the render pass is divided by property and synthesized after rendering, elaborate, rapid synthesis can be achieved. In particular, occlusion pass creates a screen as if it had a soft, light shading, expressing a sense of depth and boundary softness. It is converted into 2D image through a process of pass rendering of animation projects created in 3D space, then completed in synthetic software. Namely, 3D animation realizes the completeness of work originally planned through compositing, a synthetic process in the last half. To complete in-depth image, a scene manufactured in 3D software can be sent as a synthetic program by rendering the scene by layer and property. As recently the occlusion pass can express depth notwithstanding conducting GI rendering of 3D graphic outputs, it is an important synthetic map not omitted in the post-production process. Nonetheless, for the importance of it, currently the occlusion pass leaves much to be desired for research support and books summarizing and analyzing the characteristics of properties, and the principles and usages of them. Hence, this research was aimed to summarize the principles and usages of occlusion map, and analyze differences in the results of synthesis. Furthermore, it also summarized a process designating renderers and the map utilizing the properties, and synthetic software usages. For the future, it is hoped that effective and diverse latter expression techniques will be studied beyond the limitation of graphic expression based on trends diversifying technique development.

Improvement Depth Perception of Volume Rendering using Virtual Reality (가상현실을 통한 볼륨렌더링 깊이 인식 향상)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • 제24권2호
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    • pp.29-40
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    • 2018
  • Direct volume rendering (DVR) is a commonly used method to visualize inner structures in 3D volumetric datasets. However, conventional volume rendering on a 2D display lacks depth perception due to dimensionality reduction caused by ray casting. In this work, we investigate how emerging Virtual Reality (VR) can improve the usability of direct volume rendering. We developed real-time high-resolution DVR system in virtual reality, and measures the usefulness of volume rendering with improved depth perception via a user study conducted by 38 participants. The result indicates that virtual reality significantly improves the usability of DVR by allowing better depth perception.

Design and Implementation of a Distributed Rendering Management System for Special Purpose Renderer (특정 목적 렌더러에 특화된 분산 렌더링 관리 시스템의 설계 및 구현)

  • Lee, In;Kang, Kyung-Kyu;Jung, Yu-Gu;Lee, Jae-Woon;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • 제12권2호
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    • pp.60-68
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    • 2012
  • This paper describes design and implementation of a distributed rendering management system using existing rendering module. Currently, most of 3D commercial software provide modeling, rendering and distributed environment in the whole package. So, the server and client should use the given renderer as is, without the required features. In this paper, we propose a distributed rendering management system that consist of rendering module and distributed rendering client-server. The rendering module can be executed independently and managed by the distributed rendering client. The server requests rendering for each connected client. After the execution, the server gathers rendering result from each client. After gathering, the server provides the rendering result to the user.

A Study on Improving Graphic Rendering Engine for Visualization of Ship Handling Simulation (선박 운항 시뮬레이션 가시화를 위한 그래픽 렌더링 엔진 기술의 개선 방향)

  • Hwang, Ho-Jin;Mun, Du-Hwan
    • Journal of Navigation and Port Research
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    • 제34권3호
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    • pp.153-160
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    • 2010
  • Simulation visualization technology is an important constituent through which users directly interact with simulators. Simulator users have a needs for more fast, realistic and intuitive visualization. Though hardware-related performances such as computing power and visual equipment have been grown, the limits have existed in graphics rendering engines generally used in marine simulator up to now. This paper has focused on the review of graphic rendering engines available for simulation visualization. We had deduced system requirements for visualization of ship handling simulation, had surveyed graphic rendering engines as commercial and open source, and analyzed strengths and weakness of them. The feasibility study for simulation visualization of tug-barge transportation with an open source graphics rendering engine(OGRE3D) has been demonstrated.