• Title/Summary/Keyword: Fast volume rendering

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Efficient Computation of Isosurface Curvatures on GPUs Based on the de Boor Algorithm (드 부어 알고리즘을 이용한 GPU에서의 효율적인 등가면 곡률 계산)

  • Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.47-54
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    • 2017
  • In this paper, we propose an improved curvature-based GPU (Graphics Processing Unit) isosurface ray-casting technique. Our method adopts the fast evaluation method proposed by Sigg et al. [1] to find the isosurface, but replaces the computation of the gradient and Hessian with the de Boor algorithm. In this way, we can reduce the number of additional texture fetches from 84 to 27 thus improving the performance by up to ${\approx}30%$, depending on the platforms.

Density Estimation Technique for Effective Representation of Light In-scattering (빛의 내부산란의 효과적인 표현을 위한 밀도 추정기법)

  • Min, Seung-Ki;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.9-20
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    • 2010
  • In order to visualize participating media in 3D space, they usually calculate the incoming radiance by subdividing the ray path into small subintervals, and accumulating their respective light energy due to direct illumination, scattering, absorption, and emission. Among these light phenomena, scattering behaves in very complicated manner in 3D space, often requiring a great deal of simulation efforts. To effectively simulate the light scattering effect, several approximation techniques have been proposed. Volume photon mapping takes a simple approach where the light scattering phenomenon is represented in volume photon map through a stochastic simulation, and the stored information is explored in the rendering stage. While effective, this method has a problem that the number of necessary photons increases very fast when a higher variance reduction is needed. In an attempt to resolve such problem, we propose a different approach for rendering particle-based volume data where kernel smoothing, one of several density estimation methods, is explored to represent and reconstruct the light in-scattering effect. The effectiveness of the presented technique is demonstrated with several examples of volume data.

Prediction Based Dynamic Level of Detail in Flight Simulator (항공시뮬레이터에서 예측 기반의 동적 LOD 적용방안)

  • Kim, DongJin;Lim, Juho;Kim, Ki-Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1363-1368
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    • 2016
  • Fast rendering speed is one of key functions to provide realistic scenes in flight simulator. However, since flight simulator mostly operates with high volume terrain data, rendering speed is reduced and changed very rapidly when it handles file containing too much vertexs. So, previous schemes make use of Level of Details (LOD) scheme to prevent this problem. But, since LOD is applied after the large number of vertexs are detected, transition between scenes is not completely smooth. To solve this problem, in this paper, we propose a new dynamic LOD scheme which controls LOD level in advance through prediction of vertex overload. To verify the proposed scheme, we implement the proposed scheme in our flight simulation through OpenSceneGraph(OSG) and identify the reduced number of vertexs and enhanced Frame Per Second (FPS) by comparing real data with predicted one.

Fast Volume Rendering of VKH dataset using GPU Cluster (GPU 클러스터를 이용한 VKH 데이터의 빠른 볼륨 렌더링)

  • Lee Joong-Youn
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.763-765
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    • 2005
  • 볼륨 렌더링은 3차원이나 그 이상의 차원의 볼륨 데이터에서 의미있는 정보를 추출해 내어 직관적으로 표출하는 가시화 기법을 말하며 의료영상 기상학, 유체역학 등 다양한 분야에서 널리 사용되고 있다. 한편, 최근 PC 하드웨어의 급격한 발전으로 과거에는 슈퍼컴퓨터에서나 가능했던 대용량 볼륨 데이터의 가시화가 일반 PC 환경에서도 가능하게 되었다. PC 그래픽스 하드웨어의 꼭지점 및 픽셀 세이더의 수치 계산에 최적화된 벡터 연산으로 빠른 볼륨 가시화를 가능하게 한 것이다. 그러나 그래픽스 하드웨어의 메모리 용량의 한계로 대용량의 볼륨 데이터를 빠르게 가시화하는 것은 지금까지 어려운 문제로 남아있다. 본 논문에서는 한국과학기술정보연구원에서 제작한 대용량의 인체영상 데이터인 Visible Korean Human 데이터를 여러 개의 그래픽스 하드웨어 메모리에 분산시키고 이를 꼭지점 및 픽셀 쉐이더를 이용하여 빠르게 가시화하여 고해상도의 이미지를 얻고자 하였다.

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3D Texture based Fast Volume Rendering using Vertex and Pixel Shaders (꼭지점 및 픽셀 쉐이더를 이용한 3D 텍스쳐 기반의 빠른 볼륨 렌더링 기법)

  • Lee, Joong-Youn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1645-1648
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    • 2005
  • PC 그래픽스 하드웨어의 급격한 발전에 따라 슈퍼컴퓨터 또는 여러 대의 컴퓨터를 이용한 병렬/분산 처리로나 가능하였던 실시간 볼륨 렌더링을 한대의 일반 PC에서 수행하려는 시도가 계속되고 있다. PC 그래픽스 하드웨어의 꼭지점 및 픽셀 쉐이더는 수치 계산에 최적화된 벡터 연산으로 빠른 볼륨 렌더링을 가능하게 하였을 뿐만 아니라 기존의 고정된 그래픽스 파이프라인에서 벗어나 사용자가 렌더링 과정에 개입하여 프로그래밍을 할 수 있도록 하였다. 본 논문에서는 이러한 그래픽스 하드웨어의 프로그래밍 기능 중 텍스쳐 좌표의 조작을 이용하여 다양한 종류의 볼륨 데이터를 빠르게 렌더링하고 픽셀 쉐이더의 여러 기능들을 이용하여 퐁 쉐이딩 연산, 이른 깊이 테스트, 팔진트리 텍스쳐등을 구현하여 고품질 영상을 실시간으로 얻고자 하였다.

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Accelerating GPU-based Volume Ray-casting Using Brick Vertex (브릭 정점을 이용한 GPU 기반 볼륨 광선투사법 가속화)

  • Chae, Su-Pyeong;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.3
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    • pp.1-7
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    • 2011
  • Recently, various researches have been proposed to accelerate GPU-based volume ray-casting. However, those researches may cause several problems such as bottleneck of data transmission between CPU and GPU, requirement of additional video memory for hierarchical structure and increase of processing time whenever opacity transfer function changes. In this paper, we propose an efficient GPU-based empty space skipping technique to solve these problems. We store maximum density in a brick of volume dataset on a vertex element. Then we delete vertices regarded as transparent one by opacity transfer function in geometry shader. Remaining vertices are used to generate bounding boxes of non-transparent area that helps the ray to traverse efficiently. Although these vertices are independent on viewing condition they need to be reproduced when opacity transfer function changes. Our technique provides fast generation of opaque vertices for interactive processing since the generation stage of the opaque vertices is running in GPU pipeline. The rendering results of our algorithm are identical to the that of general GPU ray-casting, but the performance can be up to more than 10 times faster.

Real-Time 3D Volume Deformation and Visualization by Integrating NeRF, PBD, and Parallel Resampling (NeRF, PBD 및 병렬 리샘플링을 결합한 실시간 3D 볼륨 변형체 시각화)

  • Sangmin Kwon;Sojin Jeon;Juni Park;Dasol Kim;Heewon Kye
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.189-198
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    • 2024
  • Research combining deep learning-based models and physical simulations is making important advances in the medical field. This extracts the necessary information from medical image data and enables fast and accurate prediction of deformation of the skeleton and soft tissue based on physical laws. This study proposes a system that integrates Neural Radiance Fields (NeRF), Position-Based Dynamics (PBD), and Parallel Resampling to generate 3D volume data, and deform and visualize them in real-time. NeRF uses 2D images and camera coordinates to produce high-resolution 3D volume data, while PBD enables real-time deformation and interaction through physics-based simulation. Parallel Resampling improves rendering efficiency by dividing the volume into tetrahedral meshes and utilizing GPU parallel processing. This system renders the deformed volume data using ray casting, leveraging GPU parallel processing for fast real-time visualization. Experimental results show that this system can generate and deform 3D data without expensive equipment, demonstrating potential applications in engineering, education, and medicine.

Fast Visualization of Soft Objects Using Interval Tree (인터벌트리를 이용한 소프트 물체의 빠른 가시화)

  • Min, Gyeong-Ha;Lee, In-Gwon;Park, Chan-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.1-9
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    • 2001
  • We present a scheme and a data structure that decompose the space into adaptive-sized cells to improve the visualization of soft objects. Soft objects are visualized through the evaluation of the field functions at every point of the space. According to the propsed scheme, the affecting soft objects for a point in the space is searched through the data structure called interval tree based on the bounding volume of the components, which represent a soft object whose defining primitive(skeleton) is a simple geometric object such as point or line segment. The bounding volume of each component is generated with respect to the radius of a local field function of the component, threshold value, and the relations between the components and other neighboring components. The proposed scheme can be used in many applications for soft objects such as modeling and rendering, especially in interactive modeling process.

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A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.682-691
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    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.