• Title/Summary/Keyword: Lighting and Rendering

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Accelerating Depth Image-Based Rendering Using GPU (GPU를 이용한 깊이 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.853-858
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    • 2006
  • In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation(DIBR) of 3D graphic object using graphic processing unit(GPU). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modem GPU and programmable shader support, we develop an efficient hardware-accelerating rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.

Optical Simulation Study of the Improvement of Color-rendering Characteristics of White Light-emitting Diodes by Using Red Quantum-dot Films (적색 양자점 필름을 이용한 백색 발광 다이오드의 연색성 개선에 대한 광학 시뮬레이션 연구)

  • Lee, Gi Jung;Hong, Seung Chan;Lee, Jung-Gyun;Ko, Jae-Hyeon
    • Korean Journal of Optics and Photonics
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    • v.32 no.4
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    • pp.163-171
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    • 2021
  • Conventional white light-emitting diodes (LEDs) for lighting applications consist of blue LEDs and yellow phosphors, the spectrum of which lacks deep red. To improve the color-rendering characteristics of white LEDs, a red quantum-dot film was applied to the diffuser plate of LED lighting. The mean free paths of the quantum dots and the concentration of the TiO2 particles in the diffuser plate were adjusted to optimize the optical structure of the lighting. The color-rendering index (CRI) was greater than 90 for most conditions, which demonstrates that adoption of the red quantum-dot film is an effective way for improving the color-rendering properties of conventional white LEDs. The angular dispersion of color coordinates could be removed by utilizing the optical cavity formed between the diffuser plate and the reflector on the bottom of the lighting, where multiple passages of the light through the quantum-dot film reduced the differences in optical path length depending on the viewing angle.

ACHIEVING CONSISTENCY IN LIGHTING SCHEMES FOR CONSTRUCTION WORK ZONES THROUGH LIGHTING SIMULATION

  • Khaled Nassar;Soo-Young Kim
    • International conference on construction engineering and project management
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    • 2007.03a
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    • pp.269-278
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    • 2007
  • Nighttime construction is being adopted by many state DOT's as a way to mitigate the impact of construction operations on the traveling public. Although a number of states have developed standard specifications for nighttime lighting, these standards are usually in the form of generic requirement statements that only specify minimum illuminance levels. The lighting standards do not include specific ways to achieve this illuminance level such as lighting arrangements and configurations for various work zone plans and construction operations. This leaves confusion between the traffic engineers and the contractors and does not guarantee consistency in those plans, thus affecting productivity and safety (lighting conditions account for 18% to 28% of work zone accidents). The main objective of this study is to utilize three dimensional animation and lighting analysis software to study and model lighting conditions of a construction site. This is expected to increase the safety and productivity of construction operations by achieving consistency in work zone lighting schemes. A computerized model was developed, called Nitelite. Various lighting schemes can be studied using the software to provide for typical applications including lighting fixture's locations, luminance, mounting height, tilt angle, and fixture type. The results from the developed software tool were validated through comparisons with previous research conducted using field measurements.

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A Design of 3D Graphics Lighting Processor for Mobile Applications (휴대 단말기용 3D Graphics Lighting Processor 설계)

  • Yang, Joon-Seok;Kim, Ki-Chul
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.837-840
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    • 2005
  • This paper presents 3D graphics lighting processor based on vector processing using pipeline chaining. The lighting process of 3D graphics rendering contains many arithmetic operations and its complexity is very high. For high throughput, proposed processor uses pipelined functional units. To implement fully pipelined architecture, we have to use many functional units. Hence, the number of functional units is restricted. However, with the restricted number of pipelined functional units, the utilization of the units is reduced and a resource reservation problem is caused. To resolve these problems, the proposed architecture uses vector processing using pipeline chaining. Due to its pipeline chaining based architecture, it can perform 4.09M vertices per 1 second with 100MHz frequency. The proposed 3D graphics lighting processor is compatible with OpenGL ES API and the design is implemented and verified on FPGA.

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Study on the heat-resistance characteristic for PLS(Plasma Light System) (PLS(Plasma Light System)의 내열방사 특성 연구)

  • Shin, Sang-Wuk;Lee, Se-Hyun;Cho, Mee-Ryoung;Lim, Jong-Min;Hwang, Myung-Keun
    • Proceedings of the KIEE Conference
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    • 2004.11a
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    • pp.293-295
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    • 2004
  • PLS(Plasma Light System) is one of the electrodeless lamp discharged by micro wave. In this new lamp has high efficacy and CRI(Color Rendering Index). It is mainly composed of microwave part and optical part. Microwave parts consist of magnetron, wave-guide and cavity-mesh, while optical parts consist of bulb, mirror and reflector. In this paper, we studied experimentally the heat-resistance and temperature distribution characteristics of bulb in PLS.

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Comparative Analysis on Characteristics of the Circular type Electrodeless Fluorescent Lamp System (국내외 전구형 무전극 형광등 시스템의 특성 비교 분석)

  • Cho, Mee-Ryoung;Shin, Sang-Wuk;Lee, Se-Hyun;Hwang, Myung-Keun;Kim, Young-Uk;Ham, Jung-Koel
    • Proceedings of the KIEE Conference
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    • 2004.11a
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    • pp.157-160
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    • 2004
  • In this paper, we measured the electrical and optical characteristics of an electrodeless fluorescent lamp system as product from the inside and outside of the country and compared the measured data. Output current wave of domestic 85W is unstable than it's of QL 85 W and the former of spend time after discharging and output current value is larger than the latter. Moreover optical characteristics(brightness, flux, efficiency) value of the former is small than the latter but color rendering index is equivalent. In conclusion, if we improve a little more quality then we must secure the superiority in competition.

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A Study on the Innovation of Course Contents and Instruction of Lighting Design in Interior Design(Architecture) Education (실내.건축 디자인 교육에서 조명설계과목의 교육내용 및 방법 개선에 관한 연구)

  • 신정진;김동영
    • Korean Institute of Interior Design Journal
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    • no.20
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    • pp.17-25
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    • 1999
  • The curriculum analysis of lighting design course in the Interior architecture departments in American universities reveals they share a major concern in the basic lighting theories, the sorts of light source and lighting equipment, daylighting, and interior lighting plav. The curriculum is usually composed of two semesters, the first semester being about lighting theory and simple project, while the second one abut more professional fields of design studio. The curriculum of lighting design at the Interior architecture departments in Korean colleges and universities usually consists of introductory courses in the field. Almost every institution allocated only one semester for the courses, and as the courses should cover the broad range within a short time, they were lacked in the required depth and systematic approach. The analysis also reveals the curriculum in Korea puts emphasis on the interior lighting equipment design, while disregarding the importance of daylighting. In comparison, American institutions have their curriculum focused upon the use of daylighting. The curriculum of lighting design courses in Korea, a major part of space rendering methods in the field of Interior Architecture, should be improved without delay. The courses should be included in the required subjects and the educational aims should be changed from offering a general understanding of the concepts to providing professional knowledge and skills, which would contribute to the competitiveness of the departments.

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Study of Lighting for Museum Exhibitions (박물관 전시 조명 조사 연구)

  • Lee, Sungeun;Jason, Jae Gill
    • Conservation Science in Museum
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    • v.19
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    • pp.83-98
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    • 2018
  • Most preceding studies on museum lighting have focused mainly on illuminance, however this study examines diverse lighting characteristics, including illuminance, luminance, color temperature, and color rendering to allow a more objective evaluation of museum lighting. In particular, issues with existing museum lighting were examined through visual measurement to find an appropriate condition complying with museum lighting standards while providing a pleasant lighting experience for visitors. Although the top priority of museum lighting is to safely protect collections on display, lighting that takes into consideration luminance, color temperature and color randition will allow more effective appreciation as well as safe conservation of the exhibits.

The Prediction of Interior Luminous Effect Through a Comparison of Shading Algorithms (음영처리기법의 비교를 통한 실내공간 조명효과의 예측)

  • Hong, Sung-De;Park, Hyoun-Jang
    • Journal of The Korean Digital Architecture Interior Association
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    • v.5 no.1
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    • pp.9-16
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    • 2005
  • In Interior design, light is the most important factor in deciding color, texture and illumination level which are the basic factors of spatial design. To apply rendering technologies on prediction of illuminating effect, it is important to understand and analyse the basic properties of the illumination models that are local illumination model and global illumination model. The illumination models in computer graphics express the factors which determine the surface color, texture and light distribution through the reflection. The purpose of this study is to propose the best way of shading algorithm in interior space provided by the computer, based on the experimental analysis that 5 shading methods are applied to the interior space. The results of this study were as followed. 1) Local illumination models that are Lambert shading, Ground shading and Phong shading are not suitable to the prediction of interior illumination effect. 2) Ray tracing that is global illumination model could be adopted to interior illumination effects. Ray tracing is a very versatile algorithm because of the large range of lighting effects it can model. 3) Neither radiality nor ray tracing offers a complete solution for simulating all interior illumination effects. 4) Radiosity excels at rendering diffuse-to-diffuse inter-reflections and ray tracing excels at rendering specular reflections. By merging both shading techniques, that offers the best of both. Using computer technologies to simulate lighting in preliminary design stage which will provide information for designers and occupants to determine the effect of using artificial light sources at each stage of their design process. Further study in illumination analysis, prediction of illumination effect, and lighting calculation is required as computer media expands.

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Exploiting Programmable Shaders in Hardware-Assisted Volume Rendering (PC용 그래픽스 가속기의 쉐이더 기능을 이용한 볼륨 렌더링)

  • Im, In-Seong;Gang, Byeong-Gwon
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.2
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    • pp.23-29
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    • 2002
  • In this paper, we describe an implementation technique that extends the classification and shading capabilities offered by previously reported hardware-assisted volume rendering algorithms. In designing our rendering scheme, we exploited the programmable shader technology supported by the latest consumer PC graphics hardware. Our direct volume rendering technique enables to simultaneously display up to four materials, and to dynamically control gradient magnitude to emphasize or de-emphasize surface boundaries. It can easily create lighting effects such as light source attenuation, depth cueing, and multiple light sources that were often difficult to realize in previous hardware-assisted volume rendering.

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