• Title/Summary/Keyword: Image-Based Rendering

Search Result 325, Processing Time 0.023 seconds

Study of Accelerator Architecture to Support Image-Based Rendering (영상 기반 렌더링을 지원하는 가속기 구조에 관한 연구)

  • 정우남;이승기;박우찬;한탁돈
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2001.10c
    • /
    • pp.19-21
    • /
    • 2001
  • 현재 실시간의 실감 영상을 위한 다양한 기법들에 대한 활발한 연구가 진행되고 있다. 영상 기반 렌더링은 새롭게 주목 받고 있는 렌더링 방법으로 기존의 기하학 기반 렌더링과는 다르게 모델을 작성하는데 쉽게 사용될 뿐 아니라. 실감 영상을 만들어 내는 것에도 탁월한 성능을 나타내고 있다. 현재 사용하는 그래픽 가속기는 기하학 기반 렌더링의 방법을 위주의 설계되고 있는 추세이다. 이에 영상 기반 렌더링을 지원하는 구조의 제안을 통해서 실시간 영상의 생성을 가능하게 하였다. 또한 기존의 그래픽 가속기와의 통합을 통해 하드웨어 비용을 절감하며 효율적으로 두 가지 기법을 지원하는 구조를 제안하였다.

  • PDF

Generation of Diffuse Map using HDRI Environment map for Image based Rendering (사실적인 영상기반 렌더링을 위한 Diffuse Map 생성)

  • 최태호;윤경현
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.05b
    • /
    • pp.512-515
    • /
    • 2003
  • 텍스쳐 매핑은 복잡한 3차원 모델을 모델링하는 대신 텍스쳐 맵으로써 대체하는 기법이다. 일반적인 영상기반 렌더링 기법에서는 영상으로부터 바로 텍스쳐를 추출하여 렌더링에 사용한다. 그러나 이러한 텍스쳐는 주변 환경으로부터의 빛과 물체의 반사 속성이 결합되어 나타나는 색이므로 영상으로부터 획득한 텍스쳐를 텍스쳐 맵으로 사용할 경우 비사실적인 영상을 생성하게 된다. 그러므로 획득한 텍스쳐에서 물체의 재질을 찾아내는 것은 사실적인 렌더링을 하기 위해 매우 중요한 일이다. 본 논문에서는 사실적인 렌더링을 위해 HDRI 환경맵을 이용하여 Diffuse map을 생성하는 기법을 제시한다.

  • PDF

Hybrid Down-Sampling Method of Depth Map Based on Moving Objects (움직임 객체 기반의 하이브리드 깊이 맵 다운샘플링 기법)

  • Kim, Tae-Woo;Kim, Jung Hun;Park, Myung Woo;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.37A no.11
    • /
    • pp.918-926
    • /
    • 2012
  • In 3D video transmission, a depth map being used for depth image based rendering (DIBR) is generally compressed by reducing resolution for coding efficiency. Errors in resolution reduction are recovered by an appropriate up-sampling method after decoding. However, most previous works only focus on up-sampling techniques to reduce errors. In this paper, we propose a novel down-sampling technique of depth map that applies different down-sampling rates on moving objects and background in order to enhance human perceptual quality. Experimental results demonstrate that the proposed scheme provides both higher visual quality and peak signal-to-noise ratio (PSNR). Also, our method is compatible with other up-sampling techniques.

Painterly Rendering with Directional Stroke (영역 분할 및 병합을 이용한 방향성을 가지는 스트로크 생성에 관한 연구)

  • Cha, Jeong Seob;Lee, Hyo Keun;Park, Young Sup;Yoon, Kyung Hyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.8 no.1
    • /
    • pp.21-28
    • /
    • 2002
  • This paper presents a brush stroke direction creation method to distill painterly expressions from picture images. In actual paintings, each brush stroke has the same directionality in one segmented area. but directionality changes in the area of image border edges. This study employed the following methods to implement the directionality of the brush stroke area by: (1) detecting edge in input images, (2) region splitting and merging based on quad-tree division method, and (3) composing a direction map to create brush strokes with the same directionality in the segmented area. The results of the implementation enabled the simulation of the directionality of the stroke area shown in actual paintings.

  • PDF

A Case Study on Morten Lasskogen's Cloud Series - Based on 3ds Max and Unreal Engine Technology -

  • JinXuan Zhao;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • v.12 no.2
    • /
    • pp.96-101
    • /
    • 2023
  • Digital art creation has become an indispensable part of today's society, but traditional digital art production methods have been difficult to meet the growing creative needs of artists. Therefore, this study takes the cloud series works of artist Morten Lasskogen as an example and explores the application value of 3D Max and Unreal Engine in digital art created by analyzing the lighting effects in the works of art. This research aims to form reference materials through actual case analysis and provide artists with more efficient ideas for digital art creation.

Normal map generation based on Pix2Pix for rendering fabric image (옷감 이미지 렌더링을 위한 Pix2Pix 기반의 Normal map 생성)

  • Nam, Hyeongil;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2020.07a
    • /
    • pp.257-260
    • /
    • 2020
  • 본 논문은 단일의 옷감 이미지로 가상의 그래픽 렌더링을 위해 Pix2Pix 방법을 이용하여 Normal map 을 생성하는 방법을 제시한다. 구체적으로 단일의 이미지를 이용해서 Normal map 를 생성하기 위해, Color image 와 Normal map 쌍의 training dataset 을 Pix2Pix 방법을 이용해서 학습시킨다 또한, test dataset 의 Color image 를 입력으로 넣어 생성된 Normal map 결과를 확인한다. 그리고 선행연구에서 사용되어오던 U-Net 방식의 방법과 본 논문에서 사용한 Pix2Pix 를 이용한 Normal map 생성 결과를 SSIM(Structural Similarity Index)으로 비교 평가한다. 또한, 생성된 Normal map 을 렌더링하고자 하는 가상 객체의 사이즈에 맞게 사이즈를 조정하여 OpenGL 로 렌더링한 결과를 확인한다. 본 논문을 통해서 단일의 패턴 이미지를 Pix2Pix 로 생성한 Normal map 으로 옷감의 디테일을 사실감 있게 표현할 수 있음을 확인할 수 있었다.

  • PDF

Estimation of Noise Level in Complex Textured Images and Monte Carlo-Rendered Images

  • Kim, I-Gil
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.10 no.1
    • /
    • pp.381-394
    • /
    • 2016
  • The several noise level estimation algorithms that have been developed for use in image processing and computer graphics generally exhibit good performance. However, there are certain special types of noisy images that such algorithms are not suitable for. It is particularly still a challenge to use the algorithms to estimate the noise levels of complex textured photographic images because of the inhomogeneity of the original scenes. Similarly, it is difficult to apply most conventional noise level estimation algorithms to images rendered by the Monte Carlo (MC) method owing to the spatial variation of the noise in such images. This paper proposes a novel noise level estimation method based on histogram modification, and which can be used for more accurate estimation of the noise levels in both complex textured images and MC-rendered images. The proposed method has good performance, is simple to implement, and can be efficiently used in various image-based and graphic applications ranging from smartphone camera noise removal to game background rendition.

Hole-Filling Method based on Depth-Incorporated Image Inpainting (깊이도를 고려한 인페인팅기반 홀필링 기법)

  • Choi, Jangwon;Choe, Yoonsik;Kim, Yong-Goo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2011.07a
    • /
    • pp.517-519
    • /
    • 2011
  • 본 논문에서는 DIBR(Depth image-based rendering)을 통해 생성되는 3D 영상의 홀을 고품질로 채우는 방법을 제안한다. 이를 위해, 생성된 영상의 깊이도를 고려한 희소성(Sparsity) 기반의 인페인팅 알고리즘을 홀 채우기에 적용하였다. 본 논문에서 제안하는 알고리즘은 홀 주변의 전경 텍스쳐를 제외한 배경 텍스쳐 정보만을 이용하기 때문에, 홀 채우기 시 전경 텍스쳐와 배경 텍스쳐가 혼합되는 문제점이 발생하지 않는다. 또한 희소성 기반의 인페인팅을 이용하기 때문에 에지 정보를 활용한 고품질의 홀 채우기가 가능하다. 본 논문에서 제안하는 알고리즘과 기존의 홀 채우기 알고리즘과의 주관적 화질 비교 결과, 본 논문에서 제안하는 알고리즘의 우수성을 확인할 수 있었다.

  • PDF

Creating Architectural Scenes from Photographs Using Model-based Stereo arid Image Subregioning

  • Aphiboon, Jitti;Papasratorn, Borworn
    • Proceedings of the IEEK Conference
    • /
    • 2002.07c
    • /
    • pp.1666-1669
    • /
    • 2002
  • In the process of creating architectural scenes from photographs using Model-based Stereo 〔1〕, the geometric model is used as prior information to solve correspondence problems and recover the depth or disparity of real scenes. This paper presents an Image Subregioning algorithm that divides left and right images into several rectangular sub-images. The division is done according to the estimated depth of real scenes using a Heuristic Approach. The depth difference between the reality and the model can be partitioned into each depth level. This reduces disparity search range in the Similarity Function. For architectural scenes with complex depth, experiments using the above approach show that accurate disparity maps and better results when rendering scenes can be achieved by the proposed algorithm.

  • PDF

Comparison of the Characteristics of Green Screen and LED Wall in Virtual Production System

  • Shan, Xinyi;Chung, Jeanhun
    • International journal of advanced smart convergence
    • /
    • v.11 no.2
    • /
    • pp.64-70
    • /
    • 2022
  • In recent years, with the continuous innovation and upgrading of engine software, the real-time rendering technology in film and television has been continuously improved, and the virtual production technology has also developed rapidly. This paper introduces the green screen often used in traditional film production and a virtual production technology based on light-emitting-diode background wall that was proposed and implemented last year. We analyzed the two production methods of virtual production and compared their characteristics. Based on these results, we can better understand the differences and respective advantages of the two production methods. And we also can according to the production budget, production cycle and the creative and technical capabilities of the team make better choices during the production process. We believe virtual production technology will be production in the future to provide a more solid technical guarantee for the development of the film industry, and this work will pave the way for further research on virtual production technology.