• Title/Summary/Keyword: Color Rendering

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Efficient Color Correction for 3D rendered images using Adobe camera raw (Adobe Camera Raw를 이용한 효과적인 3D 렌더 이미지 보정)

  • Yoon, Youngdoo;Choi, Eun-Young
    • Cartoon and Animation Studies
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    • s.33
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    • pp.425-447
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    • 2013
  • Due to the popularity of digital cameras, there are lots of studies based on ISP(Image Signal Process) and the image correction applications which can easily use for users are being developed. Specially AWB(Automatic White Balance) and Auto exposure are the most interesting fields in ISP function, and they are well used to increase the quality of image. Principles of camera and lighting in 3D program are made based on real camera and lighting. But the functions of automatic exposure and AWB Which are operated in real camera don't work in 3D program. The color correction of images need expertise, it is true that the functions of compositing program are more difficult than the general correction way of digital image. Specially in case of students who studies animation at the university, they make the animation with compositing and rendering without color correction. Thus this research proposed 3D image making process which make to increase the quality of animation, even though the layman can easily correct the color using functions of digital image correction.

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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Rendering Quality Improvement Method based on Depth and Inverse Warping (깊이정보와 역변환 기반의 포인트 클라우드 렌더링 품질 향상 방법)

  • Lee, Heejea;Yun, Junyoung;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.714-724
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    • 2021
  • The point cloud content is immersive content recorded by acquiring points and colors corresponding to the real environment and objects having three-dimensional location information. When a point cloud content consisting of three-dimensional points having position and color information is enlarged and rendered, the gap between the points widens and an empty hole occurs. In this paper, we propose a method for improving the quality of point cloud contents through inverse transformation-based interpolation using depth information for holes by finding holes that occur due to the gap between points when expanding the point cloud. The points on the back are rendered between the holes created by the gap between the points, acting as a hindrance to applying the interpolation method. To solve this, remove the points corresponding to the back side of the point cloud. Next, a depth map at the point in time when an empty hole is generated is extracted. Finally, inverse transform is performed to extract pixels from the original data. As a result of rendering content by the proposed method, the rendering quality improved by 1.2 dB in terms of average PSNR compared to the conventional method of increasing the size to fill the blank area.

GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.123-131
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    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.

An Improvement of the Control Characteristics of Induction Motors using Adaptive Flux Observers (적응자속 업저버를 이용한 유도전동기의 제어특성 개선에 관한 연구)

  • 윤병도;박현호;김찬기
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.8 no.4
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    • pp.46-54
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    • 1994
  • Exhbitlon hghting design be done aftrr due consideration of the photochermcal reaction and h ~ ~ i i tc~.fficits~ upn exposure to light. In this study the balanced judgement is as follows. The most light-susceptible material shouid be illu~stratrui less than 50[k] (illurnlnance-hours per year : 120, 000k.h)and the illuminance of moderately sensitive rriatcrinl k 200[1x] (illuminance hours per year : 480, 0001x.h). Moreover to minimize damage the sources of light shoulcl not only contribute as little as heat possible but remove ultraviolt radiation by filters. Also the sources of light must have good color rendering and low color temperature.

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Electrical Characteristics and Discharge Condition of Ceramic Metal Halide Lamp with Operating Property (구동특성에 따른 세라믹 메탈 할라이드 램프의 전기적 특성 및 방전현상에 관한 연구)

  • Jang, Hyeok-Jin;Kim, Nam-Gon;Yang, Jong-Kyung;Kim, Woo-Young;Park, Hyung-Jun;Park, Dae-Hee
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2009.06a
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    • pp.388-389
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    • 2009
  • The use of arc tubes made of ceramic material further enhanced some of the metal halide lamp's properties. These properties translate into higher efficacy with better color rendering, stable color through lamp long life. Recently, due to an increase in the application of the ceramic metal-halide lamp, the study for the property etc. according to Ballast's driving scheme and the study for arc tube material, optimization of gas and so on are being proceeded to improve the property of the lamp. Especially, to control ceramic metal-halide lamp, the vigorous study and practical use with respect to Electronic Ballast, which has been improved in the disadvantages of the conventional Magnetic Ballast are made. In this paper, Electrical characteristics and gas insulation destroy time are analyzed by comparing magnetic ballast with electronic ballast.

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Real-Time 2D-to-3D Conversion for 3DTV using Time-Coherent Depth-Map Generation Method

  • Nam, Seung-Woo;Kim, Hye-Sun;Ban, Yun-Ji;Chien, Sung-Il
    • International Journal of Contents
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    • v.10 no.3
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    • pp.9-16
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    • 2014
  • Depth-image-based rendering is generally used in real-time 2D-to-3D conversion for 3DTV. However, inaccurate depth maps cause flickering issues between image frames in a video sequence, resulting in eye fatigue while viewing 3DTV. To resolve this flickering issue, we propose a new 2D-to-3D conversion scheme based on fast and robust depth-map generation from a 2D video sequence. The proposed depth-map generation algorithm divides an input video sequence into several cuts using a color histogram. The initial depth of each cut is assigned based on a hypothesized depth-gradient model. The initial depth map of the current frame is refined using color and motion information. Thereafter, the depth map of the next frame is updated using the difference image to reduce depth flickering. The experimental results confirm that the proposed scheme performs real-time 2D-to-3D conversions effectively and reduces human eye fatigue.

A Study on the Design Standard of Museum Display Lighting in Consideration of the Damage by Optical Rediant Energy from Light Sources (광방사 에너지에 의한 손상을 고려한 박물관 전시조명 설계기준 설정에 관한 연구)

  • 김홍범;권세혁
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.8 no.1
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    • pp.29-36
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    • 1994
  • Exhibitlon lighting design be done after due consideration of the photochemical reaction and heating effcts upon exposure to light In this study the balanced judgement is as follows. 'The most light-susceptible material should be illustrated less than 5O(lx](illumlnance-hours per year: 120,OOOlx.h)and the illuminance of moderately sensitive material is 200(lx] (illuminance hours per year: 480,OOOlx.h). Moreover to minimize damage the sources of light should not only contribute as little as heat possible but remove ultraviolt radiation by filters. Also the sources of light must have good color rendering and low color temperature.

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Optimization of Phosphor Contents and Heat-treatment Temperature in White LED Package with Glass Remote Phosphor Structure (Glass Remote Phosphor 구조를 갖는 백색 LED 패키지의 형광체 함량과 열처리 온도 최적화)

  • Jeong, Hee-Suk;Hong, Seok-Gi;Ryeom, Jeongduk
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.30 no.3
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    • pp.30-38
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    • 2016
  • In this research, a 6W white LED package with a Glass Remote Phosphor was developed to improve the life of an LED package. The Glass Remote Phosphor was fabricated by the Phosphor in Glass (PiG) method, wherein phosphor YAG:Ce was mixed with glass frit and then heat treated. A paste with 75wt.% of a phosphor substance and 25wt.% glass frit was coated on a glass substrate two times using the screen-printing technique and heat-treated at $800^{\circ}C$ ; this structure gave a luminous efficacy of 136.1lm/W, color rendering index of 74Ra, and color temperature of 5,342K, thus satisfying the requirements as a light source for lighting. Moreover, an IES LM-80 accelerated life test was conducted on the same LED package for 6,000h in order to estimate the L70 lifetime based on IES TM-21. The results showed guaranteed lifetimes of 213,000h at $55^{\circ}C$, 245,000h at $85^{\circ}C$, and 209,000h at $95^{\circ}C$.

Development of High Efficiency and High Power LED Package for Applying Silicone-Reflector (실리콘 리플렉터를 적용한 고효율 고출력 LED 패키지 개발)

  • Jeong, Hee-Suk;Lee, Young-Sik;Lee, Jung-Geun;Kang, Han-Lim;Hwang, Myung-Keun
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.27 no.9
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    • pp.1-5
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    • 2013
  • We developed high-efficient 6W-LED package with simple structure by applying Heat Slug and silicone-reflector. LED package was manufactured in $8.5{\times}8.5mm$ sized multi-chip structure having thickness of $500{\mu}m$ achieved by bonding silicon-reflector with prepreg on top of the plate after implementing the reflector placed on copper substrate Half Etching by thickness of $200{\mu}m$. The luminous flux, luminous efficacy, correlated color temperature, color rendering index and thermal resistance of developed LED was evaluated, and it verified the application of products by applying it to 120W-LED road luminaires through simulation. The luminous efficacy of LED package reached over 130lm/W, and it is possible to be manufactured into 120W-LED road luminaires using 18 packages. In addition, the simulation results showed average of horizontal illuminance and overall illuminance uniformity that is suitable for three-lane road.