• Title/Summary/Keyword: 3D Rendering

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An Efficient On-line Software Service based on Application Customized Graphic Offloading Library (응용 맞춤형 그래픽 분할 실행 라이브러리에 기반한 효율적인 온라인 소프트웨어 서비스)

  • Choi, WonHyuk;Kim, Won-Young
    • Journal of Internet Computing and Services
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    • v.16 no.5
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    • pp.49-57
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    • 2015
  • In this Paper, we introduce an efficient on-line software service using an application customized graphic offloading library. The software service based on graphic offloading provides high-end software, like a 3D graphic design tool, as an on-line software service through using a client graphic rendering. When software is executed on server, its graphic works are handled by a client's GPU, while its data works are handled by a server's CPU. To improve the performance, we apply an asynchronous transmission channel scheme to our developed basic graphic offloading engine. Also, we add optimized common module and application specific module to our engine. To do that, we introduce how to implement the application specific module using analyzing patterns of graphic related APIs and messages that are generated by an executed software process. Also, we propose how to design the optimized common module using server side information caching. Finally, through the performance comparison experiment, we show that improved offloading engine has the better performance than old basic offloading engine.

Quantitative Evaluation of the Accuracy of 3D Imaging with Multi-Detector Computed Tomography Using Human Skull Phantom (두개골 팬텀을 이용한 다검출기 CT 3차원 영상에서의 거리측정을 통한 정량적 영상특성 평가)

  • 김동욱;정해조;김새롬;유영일;김기덕;김희중
    • Progress in Medical Physics
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    • v.14 no.2
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    • pp.131-140
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    • 2003
  • As the importance of accuracy in measurings of 3-D anatomical structures continues to be stressed, an objective and quantitative of assessing image quality and accuracy of 3-D volume-rendered images is required. The purpose of this study was to evaluate the quantitative accuracy of 3-D rendered images obtained with MDCT, scanned at various scanning parameters (scan modes, slice thicknesses and reconstruction slice thickness). Twelve clinically significant points that play an important role for the craniofacial bone in plastic surgery and dentistry were marked on the surface of a dry human skull. The direct distances between the reference points were defined as gold standards to assess the measuring errors of 3-D images. Then, we scanned the specimen with acquisition parameters of 300 mA, In kVp, and 1.0 sec scan time in axial and helical scan modes (pitch 3:1 and 6:1) at 1,25 mm, 2.50 mm, 3.75 mm and 5.00 mm slice thicknesses. We performed 3-D visualizations and distance measurements with volumetric analysis software and statistically evaluated the quantitative accuracy of distance measurements. The accuracy of distance measurements on the 3-D images acquired with 1.25, 2.50, 3,75 and 5.00 mm slice thickness were 48%, 33%, 23%, 14%, respectively, and those of the reconstructed 1.25 mm were 53%, 41%, 43%, 36% respectively. Meanwhile, there were insignificant statistical differences (P-value<0.05) in the accuracy of the distance measurements of 3-D images reconstructed with 1.25 mm thickness. In conclusion, slice thickness, rather than scan mode, influenced the quantitative accuracy of distance measurements in 3-D rendered images with MDCT. The quantitative analysis of distance measurements may be a useful tool for evaluating the accuracy of 3-D rendered images used in diagnosis, surgical planning, and radiotherapeutic treatment.

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A Study on the Digital Holographic Image Acquisition Method using Chroma Key Composition (크로마키 합성을 이용한 디지털 홀로그래피 이미지 획득 방법 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.313-321
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    • 2022
  • As 5G is getting developed, people are getting interested in immersive content. Some predicts that immersive content may be implemented in real life such as holograms, which were only possible in movies. Holograms, which has been studied for a long time since Dennis Gabor published the basic theory in 1948, are constantly developing in a new direction with digital technology. It is developing from a traditional optical hologram, which is produced by recording the interference pattern of light to a computer generated hologram (CGH) and a digital hologram printer. In order to produce a hologram using a digital hologram printer, holographic element (Hogel) image must first be created using multi-view images. There are a method of directly photographing an actual image and a method of modeling an object using 3D graphic production tool and rendering the motion of a virtual camera to acquire a series of multi-view images. In this paper, we propose a new method of getting image, which is one of the visual effect, VFX, producing multi-view images using chroma key composition. We shoot on the green screen of actual object, suggest the overall workflow of composition with 3D computer graphic(CG) and explain the role of each step. We expected that it will be helpful in researching a new method of image acquisition in the future if all or part of the proposed workflow to be applied.

Model Development of Unit-care Welfare Facility for a Traditional Korean House Using Computer Graphics (컴퓨터 그래픽을 이용한 한옥 유니트형 노인복지시설 모델 제시)

  • Nam, Yun-Cheol
    • Journal of The Korean Digital Architecture Interior Association
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    • v.13 no.1
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    • pp.23-31
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    • 2013
  • This paper presents computer graphics applying the traditional Korean house(Hanok) style interior to unit-care space of Welfare Facility and proposes the possibility as interior design and construction materials. In this paper, the proposed computer graphic-based model is a single-story building that provides convenient traffic between rooms. Computer graphic-based model is presented by Auto CAD, 3D program (Sketch-UP v.8), rendering program (Podium v.2) based on the traditional Korean house and related work of unit-care welfare facility. Computer graphic-based model that combined unit-care and the traditional Korean house has the following characteristics. In each room of living space, wallpaper and flooring Korean paper(Hnaji) is considered and windows, door, furniture of traditional pattern were placed. The living room(Daechung) that is representative of the traditional Korean house and the corridor (toenmaru) are the elements to save the image of the traditional Korean house as much as possible. Especially, the corridor (toenmaru) is placed to conveniently use in nursing-care facility and home-care support facility. A public space is placed around the inside court (An-madang), while the living space (unit-care) has a sense of independence by separation. Bathroom and kitchen have a modern design for functionality than aesthetic elements.

A study on the projection and interaction methods onto the cylindrical surface (원통형 곡면상으로의 투영과 상호작용 기법에 관한 연구)

  • Sung, Bo-Kyung;Lee, Ah-Reum;Choi, Eun-Jung;Kang, Eun-Young;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1319-1324
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    • 2006
  • 최근 다양한 분야(건축, 디자인, 영화관)에서 활용되는 디스플레이 기술들은 대체로 평면에 투영하는 프로젝션 기술을 사용하고 있다. 예외적으로 평면이 아닌 곡면에 투영하는 경우도 있었으나, 기술적인 제약으로 왜곡된 영상을 보정하여 사용하는 경우는 드문 상태이다. 그리고 상호작용의 경우는 기계적 장치에 의존한 초보적 형태가 주류를 이루고 있다. 본 논문에서는 프로젝션 기술 중에서 원통형 곡면상으로의 투영 기법과 모션인식을 반영한 상호작용 기법에 대해서 논하고자 한다. 3D 영상을 곡면에 왜곡 없이 투영하기 위하여, 본 논문에서는 '2-pass 렌더링' 기법을 이용하였다. 이 기법에서는 현재 렌더링 된 영상을 텍스쳐로 저장한 다음 원통형 물체에 매핑시켜 곡면에 적합한 영상으로 보정한다. 그리고 기계적 장치에 의존하지 않는 상호작용을 위해, 카메라를 통하여 실시간으로 사용자 정보(위치, 방향 값)를 입력 받아 원통형 스크린과 매칭되는 좌표 값을 계산한다. 위와 같은 기법들을 구현하기 위한 실험으로 미디어 아트 작품을 제작하였으며, 투영과 상호작용에 관한 알고리즘을 작품에 적용하였다. 이 작품은 하나의 프로젝터를 사용하여 1/4 원통형 곡면으로의 투영과 상호작용을 수행하였다. 본 연구의 결과는 미디어 아트 작품의 프로젝션 모듈로 사용 될 수 있으며, 공연장 건축, 실내디자인, 체감형 인터랙티브 게임, 가상현실 영화관 등 다양한 분야에 적용 될 수 있다.

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원통형 맵을 이용한 삼차원 plenoptic 함수

  • Lee, Yun-Jin;Lee, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.1
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    • pp.1-9
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    • 2000
  • This paper proposes a novel 3D representation of a plenoptic function that uses cylindrical maps placed on a circle. The proposed representation has an advantage over the previous one, concentric mosaics, in that it can render an object looking inward as well as looking outward of an environment. We also present an effective rendering technique for the representation that fully utilizes the depth information estimated or given for the cylindrical maps. This technique allows us to render more accurate images with novel views than point sampling or bilinear interpolation, which has been used for concentric mosaics.

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Concept Car Development using Personal Digital Design Process based on Engineering Technology (공학 기술 기반 개인 디지털 디자인 프로세스를 적용한 컨셉카 개발)

  • Maeng, Joo-Won;Cho, Chong-Du
    • Transactions of the Korean Society of Automotive Engineers
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    • v.18 no.5
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    • pp.9-19
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    • 2010
  • Every car manufacturer desires to reduce the new car development time spent in improving the safety, NVH, lightweight, reliability and environment friendly features of the car. Other considerations such as planning, exterior and interior styling, packaging, color, and material selection increase the complexity of the car design process. This paper proposes a personal DDP (Digital Design Process) to utilize the engineering analysis and design/styling software for car design. DDP can be efficiently used by a team of car research center or a studio with small number of engineers, helping ordinary engineers becoming ambidextrous in design as well as engineering applications. The concept model starts from idea sketch, rendering, and 3D surface model with CAS (Computer Aided Styling) to the final safety estimation by using proposed DDP based on engineering technology (CAD, CAE). The concept model proposed a hydrogen fuel cell sports coupe which could be available within next 10 years. The proposed DDP can not only reduce the new car development time but also be adapted into designing of varied products such as aircraft, yacht, electrical equipment and sports gear.

A Spatial Audio System Using Multiple Microphones on a Rigid Sphere

  • Lee, Tae-Jin;Jang, Dae-Young;Kang, Kyeong-Ok;Kim, Jin-Woong;Jeong, Dae-Gwon;Hamada, Hareo
    • ETRI Journal
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    • v.27 no.2
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    • pp.153-165
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    • 2005
  • The main purpose of a spatial audio system is to give a listener the same impression as if he/she were present in a recorded environment. A dummy head microphone is generally used for such purposes. Because of its human-like shape, we can obtain good spatial sound images. However, its shape is a restriction on its public use and it is difficult to convert a 2-channel recording into multi-channel signals for an efficient rendering over a multi-speaker arrangement. In order to solve the problems mentioned above, a spatial audio system is proposed that uses multiple microphones on a rigid sphere. The system has five microphones placed on special points of the rigid sphere, and it generates audio signals for headphone, stereo, stereo dipole, 4-channel, and 5-channel reproduction environments. Subjective localization experiments show that front/back confusion, which is a common limitation of spatial audio systems using the dummy head microphone, can be reduced dramatically in 4-channel and 5-channel reproduction environments and can be reduced slightly in a headphone reproduction.

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Requirements Analysis and Design of an HTML5 Based e-book Viewer System Supporting User Interaction (사용자 인터랙션을 지원하는 HTML5 기반 e-book 뷰어 시스템의 요구사항 분석 및 설계)

  • Choi, Jong Myung;Park, Kyung Woo;Oh, Soo Lyul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.2
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    • pp.33-40
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    • 2013
  • E-books have been popular and common in everyday life during past a decade, and the market is expected to grow much more because of the popularity of tablet computing devices such as iPad. With the helps from the devices, people want to read or experience more interactive, fun, and informative e-book contents. In order to meet those needs, we introduce requirements of an e-book viewer system that supports user interaction, 3D modeling view, and augmented reality. We also introduce some design issues of the system and its concept proof prototype system. We determine to adopt HTML5 for e-book content format because it already supports content rendering, multimedia, and user interaction. Furthermore, it is easy to implement e-book viewer because there is already Webkit component for HTML5. We also discuss design issues for integrating an Augmented Reality viewer with Webkit-based e-book viewer. This paper will give e-book viewer developers and contents developers some guidelines for new e-book systems.

Real-Time Water Surface Simulation on GPU (GPU기반 실시간 물 표면 시뮬레이션)

  • Sung, Mankyu;Kwon, DeokHo;Lee, JaeSung
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.12
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    • pp.581-586
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    • 2017
  • This paper proposes a GPU based water surface animation and rendering technique for interactive applications such as games. On the water surface, a lot of physical phenomenon occurs including reflection and refraction depending on the viewing direction. When we represent the water surface, not only showing them in real time, but also make them adjusted automatically. In our implementation, we are able to capture the reflection and refraction through render-to-texture technique and then modify the texture coordinates for applying separate DU/DV map. Also, we make the amount of ratio between reflection and refraction change automatically based on Fresnel formula. All proposed method are implemented using OpenGL 3D graphics API.