• Title/Summary/Keyword: Image-Based Rendering

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Segmentation and Visualization of Head MR Image Based on Structural Approach (구조적인 기법을 이용한 머리 MR 단층 영상의 조직 분류 및 가시화)

  • 권오봉;김민기
    • Journal of Biomedical Engineering Research
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    • v.20 no.3
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    • pp.283-290
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    • 1999
  • Because MR(Magnetic Resonance) slice images have much information of functions about body organs, it is very effeclive for diagnoses lo analyze and visualize MR slice images. A visuahzation process is composed of medical image acquisition, preprocessmg, segmentation, inlerpolation, rendering. Segmentation and interpolation among thenl ,1re currenl hot topics because of MR slice image imperfections. This paper proposes a method for segmentalion, mlerpolation respectively and addresses 3 D-visualizmg of a head. We segmented head tissues uomg otructural knowledge of head studied by clinical experiments sequentially. We improved the dynamic elastic inlerpolation to Utilize in concave conlour. We compared the proposed segmentation method and the interpolation method with other methods.

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Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation (반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.31-42
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    • 2007
  • In the natural world, most materials such as skin, marble and cloth are translucent. Their appearance is smooth and soft compared with metals or mirrors. In this paper, we propose a new GPU based hierarchical rendering technique for translucent materials, based on the dipole diffusion approximation, at interactive rates. Information of incident light, position, normal, and irradiance, on the surfaces are stored into 2D textures by rendering from a primary light view. Huge numbers of pixel photons are clustered into quad-tree image pyramids. Each pixel, we select clusters (sets of photons), and then we approximate multiple subsurface scattering term with the clusters. We also introduce a novel hierarchical screen-space interpolation technique by exploiting spatial coherence with early-z culling on the GPU. We also build image pyramids of the screen using mipmap and pixel shader. Each pixel of the pyramids is stores position, normal and spatial similarity of children pixels. If a pixel's the similarity is high, we render the pixel and interpolate the pixel to multiple pixels. Result images show that our method can interactively render deformable translucent objects by approximating hundreds of thousand photons with only hundreds clusters without any preprocessing. We use an image-space approach for entire process on the GPU, thus our method is less dependent to scene complexity.

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A GPU based Rendering Method for Multiple-view Autostereoscopic Display (무안경식 다시점 입체 디스플레이를 위한 GPU기반 렌더링 기법)

  • Ahn, Jong-Gil;Kim, Jin-Wook
    • Journal of the HCI Society of Korea
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    • v.4 no.2
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    • pp.9-16
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    • 2009
  • 3D stereo display systems gain more interests recently. Multiple-view autostereoscopic display system enables observers to watch stereo image from multiple viewpoints not wearing specific devices such as shutter glasses or HMD. Therefore, the Multiple-view autostereoscopic display is being spotlighted in the field of virtual reality, mobile, 3D TV and so on. However, one of the critical disadvantages of the system is that observer can enjoy the system only in a small designated area where the system is designed to work properly. This research provides an effective way of GPU based rendering technique to present seamless 3D stereo experiences from an arbitrary observer's view position.

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The Color Juxtaposition of Pointillism Based on Real-Works Analysis (실제 작품의 분석을 통한 점묘화의 색상병치)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.2
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    • pp.19-28
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    • 2010
  • In this paper, we proposes a method that analyzes the characteristics and patterns of color juxtaposition based on the color wheel used by pointillism painter and an algorithm that generates pointillistic images by applying obtained analysis data. In order to analyze color juxtaposition of pointillism, we extract the stroke colors of real painting and find the most similar probability density functions(PDFs) through applying good-of-fit tests for the probabilistic distribution of stroke colors. By performing the juxtaposition of color based on the found PDFs, we can convert input image to pointillistic image effectively. It can be seen that this study shows reliability in the use of data obtained from actual paintings and that leads to perform a reasonable work.

3-Dimensional Dental Surgery System based on PC using anatomical landmarks (해부학적 계측점을 이용한 PC-기반3차원 치과수술 시스템)

  • 이경상;유선국;김형돈;배현수;김남현
    • Journal of Biomedical Engineering Research
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    • v.20 no.2
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    • pp.139-148
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    • 1999
  • In this paper, we designed the dental surgery system based on PC. This system predict post operated 3-dimensional image, So the patient has no need to take CT after surgery and expose his body to radiological damage. We predict the post operated skull from the patient's CT with pre and post cephalometry X-ray. Our novel procedures, to register X-ray and CT, are based on anatomical landmarks, singular value decomposition. And we display the predicted image 3-dimensionally by surface rendering. We verified this system by dry skull experiment and clinical experiment. When significance level is 0.05, there is on significance.

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A Prototype Implementation for 3D Animated Anaglyph Rendering of Multi-typed Urban Features using Standard OpenGL API

  • Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.23 no.5
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    • pp.401-408
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    • 2007
  • Animated anaglyph is the most cost-effective method for 3D stereo visualization of virtual or actual 3D geo-based data model. Unlike 3D anaglyph scene generation using paired epipolar images, the main data sets of this study is the multi-typed 3D feature model containing 3D shaped objects, DEM and satellite imagery. For this purpose, a prototype implementation for 3D animated anaglyph using OpenGL API is carried out, and virtual 3D feature modeling is performed to demonstrate the applicability of this anaglyph approach. Although 3D features are not real objects in this stage, these can be substituted with actual 3D feature model with full texture images along all facades. Currently, it is regarded as the special viewing effect within 3D GIS application domains, because just stereo 3D viewing is a part of lots of GIS functionalities or remote sensing image processing modules. Animated anaglyph process can be linked with real-time manipulation process of 3D feature model and its database attributes in real world problem. As well, this approach of feature-based 3D animated anaglyph scheme is a bridging technology to further image-based 3D animated anaglyph rendering system, portable mobile 3D stereo viewing system or auto-stereo viewing system without glasses for multi-viewers.

Optical Multi-Normal Vector Based Iridescence BRDF Compression Method (광학적 다중 법선 벡터 기반 훈색(暈色)현상 BRDF 압축 기법)

  • Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.3
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    • pp.184-193
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    • 2010
  • This paper proposes a biological iridescence BRDF(Bidirectional Reflectance Distribution Function) compression and rendering method. In the graphics technology, iridescence sometimes is named structure colors. The main features of these symptoms are shown transform of color and brightness by varying viewpoint. Graphics technology to render this is the BRDF technology. The BRDF methods enable realistic representation of varying view direction, but it requires a lot of computing power because of large data. In this paper, we obtain reflection map from iridescence BRDF, analyze color of reflection map and propose representation method by several colorfully concentric circle. The one concentric circle represents beam width of reflection ray by one normal vector. In this paper, we synthesize rough concentric by using several virtually optical normal vectors. And we obtain spectrum information from concentric circles passing through the center point. The proposed method enables IBR(image based rendering) technique which results is realistic illuminance and spectrum distribution by one texture from reduced BRDF data within spectrum.

Digital Watermarking Algorithm for Multiview Images Generated by Three-Dimensional Warping

  • Park, Scott;Kim, Bora;Kim, Dong-Wook;Seo, Youngho
    • Journal of information and communication convergence engineering
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    • v.13 no.1
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    • pp.62-68
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    • 2015
  • In this paper, we propose a watermarking method for protecting the ownership of three-dimensional (3D) content generated from depth and texture images. After selecting the target areas to preserve the watermark by depth-image-based rendering, the reference viewpoint image is moved right and left in the depth map until the maximum viewpoint change is obtained and the overlapped region is generated for marking space. The region is divided into four subparts and scanned. After applying discrete cosine transform, the watermarks are inserted. To extract the watermark, the viewpoint can be changed by referring to the viewpoint image and the corresponding depth image initially, before returning to the original viewpoint. The watermark embedding and extracting algorithm are based on quantization. The watermarked image is attacked by the methods of JPEG compression, blurring, sharpening, and salt-pepper noise.

The Development of Authoring Tool for 3D Virtual Space Based on a Virtual Space Map (가상공간지도 기반의 3차원 가상공간 저작도구의 개발)

  • Jung Il-Hong;Kim Eun-Ji
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.177-186
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    • 2006
  • This paper presents the development of a certain highly efficient authoring tool for constructing realistic 3D virtual space using image-based rendering techniques based on a virtual space map. Unlike conventional techniques such as TIP, for constructing a small 3D virtual space using single image, the authoring tool developed herein produces a wide 3D virtual space using multiple images. This tool is designed for constructing each small 3D virtual space for each input image, and for interconnecting these 3D virtual spaces into a wide 3D virtual space using a virtual space map. The map consists of three elements such as specific room, link point and passageway, and three directions. It contains various information such as the connection structure, the navigation information and so on. Also, the tool contains a user interface that let users construct the wide 3D virtual space easily.

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Efficient Haptic Interaction for Highly Complex Object Generated by Point-based Surfaces (점 기반 곡면으로 이루어진 복잡한 가상 물체와의 효율적인 햅틱 상호작용)

  • Lee, Beom-Chan;Kim, Duck-Bong;Park, Hye-Shin;Kim, Jong-Phil;Lee, Kwan-Heng;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.70-75
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    • 2007
  • 본 논문은 연결정보(connectivity) 및 미리 계산된 계층적 데이터 구조(hierarchical data structure)를 이용하지 않는 그래픽 및 햅틱 렌더링 알고리즘을 제안한다. 제안된 알고리즘은 점 기반 그래픽 표현(point-based graphic representation) 기법을 이용하여 3차원 자유 곡면을 생성한다. 생성된 점 기반 곡면 물체와의 햅틱 상호작용을 위해 그래픽 하드웨어(GPU)에 접근하여 점 기반 곡면에서 생성된 깊이 이미지(depth image)를 이용하여 햅틱 상호작용에 필수 요소인 충돌검출(collision detection) 및 반력 연산(contact force computation)을 수행한다.

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