• Title/Summary/Keyword: 3D Rendering

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Consider the directional hole filling method for virtual view point synthesis (가상 시점 영상 합성을 위한 방향성 고려 홀 채움 방법)

  • Mun, Ji Hun;Ho, Yo Sung
    • Smart Media Journal
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    • v.3 no.4
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    • pp.28-34
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    • 2014
  • Recently the depth-image-based rendering (DIBR) method is usually used in 3D image application filed. Virtual view image is created by using a known view with associated depth map to make a virtual view point which did not taken by the camera. But, disocclusion area occur because the virtual view point is created using a depth image based image 3D warping. To remove those kind of disocclusion region, many hole filling methods are proposed until now. Constant color region searching, horizontal interpolation, horizontal extrapolation, and variational inpainting techniques are proposed as a hole filling methods. But when using those hole filling method some problem occurred. The different types of annoying artifacts are appear in texture region hole filling procedure. In this paper to solve those problem, the multi-directional extrapolation method is newly proposed for efficiency of expanded hole filling performance. The proposed method is efficient when performing hole filling which complex texture background region. Consideration of directionality for hole filling method use the hole neighbor texture pixel value when estimate the hole pixel value. We can check the proposed hole filling method can more efficiently fill the hole region which generated by virtual view synthesis result.

Requirements for Reusable Infection Prevention and Control Measures for COVID-19 Response (코로나19 감염병 대응모델의 국제표준화 요건)

  • Ahn, Sun-Ju
    • Health Policy and Management
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    • v.31 no.3
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    • pp.244-254
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    • 2021
  • The management of emerging infectious diseases cannot help but completely depend on non-pharmaceutical interventions in the early stages of the outbreak. Consequently, South Korea has developed and implemented the 3T (test-trace-treat) models, non-pharmaceutical infection prevention and control (IPC) measures, in response to the coronavirus disease 2019 (COVID-19) pandemic. The IPC measures have gained global attention, rendering them to be essential in the development of a shareable, reusable, and applicable protocol for future pandemics. This study was conducted to identify the requirements necessary for standardizing the IPC measures. Three new work items of the 18 3T models were proposed to ISO/TC 304 (International Organization for Standardization/Technical Committee 304; healthcare organization management). Requirements for each IPC measure, identified by participating members (P-members) countries during the ISO ballots, were analyzed in this study. The three new work items were approved by the P-members countries after a 3-month ballot. There was a consensus that the three IPC measure models should be International Standards (IS). Other comments include (1) the models should include not only COVID-19 but also any respiratory pandemic; and (2) keep donning of level D protection at screening sites as an optional protocol, in consideration for the lack of personal protective equipment. Standardization is a systematic process of developing internationally agreed-upon wisdom and knowledge that consider and respect the diversity and universality of each country. It is expected that such standardized applicable IPC measure models contribute to global efforts to rapidly respond to a public health emergency of international concern during its early stages.

Conservative Visibility Preprocessing by Expressing 4-D visibility Information on 2-D Spaces (2차원 평면상에 4차원 가시성 정보의 표현을 통한 포괄적 가시성 전처리)

  • Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.9-23
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    • 1999
  • Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelpiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. This is inherently a four-dimensional problem. We efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree, which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility. The proposed method is able to efficiently handle more general environments like urban scenes, and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m, users can select a suitable level of trade-off between the preprocessing time and the quality of the computational result.

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Verification of Dose Evaluation of Human Phantom using Geant4 Code (Geant4 코드를 사용한 인체팬텀 선량평가 검증)

  • Jang, Eun-Sung;Choi, Ji-Hoon
    • Journal of the Korean Society of Radiology
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    • v.14 no.5
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    • pp.529-535
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    • 2020
  • Geant4 is compatible with the Windows operating system in C++ language use, enabling interface functions that link DICOM or software. It was simulated to address the basic structure of the simulation using Geant4/Gate code and to specifically verify the density composition and lung cancer process in the human phantom. It was visualized using the Gate Graphic System, i.e. openGL, Ray Tracer: Ray Tracing by Geant4 Tracing, and using Geant4/Gate code, lung cancer is modeled in the human phantom area in 3D, 4D to verify the simulation progress. Therefore, as a large number of new functions are added to the Gate Code, it is easy to implement accurate human structure and moving organs.

A Study on the Angle between the Abdominal Aorta and the Superior Mesenteric Artery by 3D Image Reconstruction (3D 영상 재구성을 통한 복부대동맥과 상장간막동맥과의 각도에 관한 연구)

  • Kim, Young-Keun;Choi, Sung-Kwan
    • Journal of radiological science and technology
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    • v.26 no.1
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    • pp.63-70
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    • 2003
  • SMAS(Superior Mesenteric Artery Syndrome) is a disease caused by a chronic obstruction of the duodenum(transverse portion), which is hardly detectable. However, it is known that when the superior mesenteric artery and abdominal aorta form a narrow angle, that the transverse portion of the duodenum is pressed down between the superior mesenteric artery and the abdominal aorta, and that this can lead to obstruction of the duodenum. Measuring this angle is a complicated job using conventional angiography, and results often turns out to be inaccurate. In addition, no attempt has been made to determine the value of this angle in Koreans. In this study, we conducted abdominal CT angiography using MIP(maximum intensity projection) on patients with no clinical evidence of SMAS in order to determine the angle at which the superior mesenteric artery branches from the abdominal aorta by using PC based software(Rapidia ver. 1.2) for the image reconstruction. Accordingly, we found that the mean angle between the abdominal aorta and the superior mesenteric artery was $50.05{\pm}15.87^{\circ}$ on average, and that the angle in men($53.64{\pm}16.57^{\circ}$) is higher than in women($46.46{\pm}14.98^{\circ}$). We hope that the angles determined by our study will serve as an important indicator for detecting SMAS.

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Virtual Make-up System Using Light and Normal Map Approximation (조명 및 법선벡터 지도 추정을 이용한 사실적인 가상 화장 시스템)

  • Yang, Myung Hyun;Shin, Hyun Joon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.55-61
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    • 2015
  • In this paper, we introduce a method to synthesize realistic make-up effects on input images efficiently. In particular, we focus on shading on the make-up effects due to the lighting and face curvature. By doing this, we can synthesize a wider range of effects realistically than the previous methods. To do this, the information about lighting information together with the normal vectors on all pixels over the face region in the input image. Since the previous methods that compute lighting information and normal vectors require relatively heavy computation cost, we introduce an approach to approximate lighting information using cascade pose regression process and normal vectors by transforming, rendering, and warping a standard 3D face model. The proposed method consumes much less computation time than the previous methods. In our experiment, we show the proposed approximation technique can produce naturally looking virtual make-up effects.

Development of Interactive 3D Volume Visualization Techniques Using Contour Trees (컨투어 트리를 이용한 삼차원 볼륨 영상의 대화형 시각화 기법 개발)

  • Sohn, Bong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.67-76
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    • 2011
  • This paper describes the development of interactive visualization techniques and a program that allow us to visualize the structure of the volume data and interactively select and visualize the isosurface components using contour tree. The main characteristic of this technique is to provide an algorithm that draws the contour tree in 2D plane in a way that users easily understand the tree, and to provide an algorithm that can efficiently extract an isosurface component utilizing GPU's parallel architecture. The main characteristic of the program we developed through implementing the algorithms is to provide us with an interactive user interface based on the contour tree for extracting an isosurface component and visualization that integrates with previous isosurface and volume rendering techniques. To show the excelland vof our methods, we applied 3D biomedical volume data to our algorithms. The results show that we could interactively select the isosurface components that represent a polypeptide chain, a ventricle and a femur respectively using the user interface based on our contour tree layout method, and extract the isosurface components with 3x-4x higher speed compared to previous methods.

Development of High Dynamic Range Panorama Environment Map Production System Using General-Purpose Digital Cameras (범용 디지털 카메라를 이용한 HDR 파노라마 환경 맵 제작 시스템 개발)

  • Park, Eun-Hea;Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.2
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    • pp.1-8
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    • 2012
  • High dynamic range (HDR) images represent a far wider numerical range of exposures than common digital images. Thus it can accurately store intensity levels of light found in the specific scenes generated by light sources in the real world. Although a kind of professional HDR cameras which support fast accurate capturing has been developed, high costs prevent from employing those in general working environments. The common method to produce a HDR image with lower cost is to take a set of photos of the target scene with a range of exposures by general purpose cameras, and then to transform them into a HDR image by commercial softwares. However, the method needs complicate and accurate camera calibration processes. Furthermore, creating HDR environment maps which are used to produce high quality imaging contents includes delicate time-consuming manual processes. In this paper, we present an automatic HDR panorama environment map generating system which was constructed to make the complicated jobs of taking pictures easier. And we show that our system can be effectively applicable to photo-realistic compositing tasks which combine 3D graphic models with a 2D background scene using image-based lighting techniques.

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.