• Title/Summary/Keyword: Lighting and Rendering

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Comparative Analysis of Three-Dimensional Real-Time Rendering Methods

  • Kim, Gum-Young;Lee, Byong-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.23-32
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    • 2022
  • Image production using three-dimensional (3D) programs undergoes a process called rendering to visualize 3D data. Because this process is time-consuming and costly, the reduction of rendering cost has emerged as an important problem that requires resolution. This work aims to overcome the limitations of the current 3D image production pipeline and propose a method for reducing the production time by adopting a game engine for real-time rendering. In the experiment conducted in this study, rendering using Maya (a 3D production program) and Unity were compared and analyzed. The analysis results indicate that Unity enables rendering in real time; consequently, the rendering cost is reduced. Moreover, the quality of the rendered image is similar to that produced by Maya. The proposed technique involves reducing the render time and providing guidance through access to a real-time rendering engine.

An Approximation Technique for Real-time Rendering of Phong Reflection Model with Image-based Lighting (영상 기반 조명을 적용한 퐁 반사 모델의 실시간 렌더링을위한 근사 기법)

  • Jeong, Taehong;Shin, Hyun Joon
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.1
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    • pp.13-19
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    • 2014
  • In this paper, we introduce a real-time method to render a 3D scene using image-based lighting. Previous approaches for image-based lighting focused on diffuse reflection and mirror-like specular reflection. In this paper, we provide a simple preprocessing approach to efficiently approximate Phong reflection model, which has been used for computer graphics applications for several decades. For diffuse reflection, we generate a texture map for diffuse reflection by integrating the source image in preprocessing step, similarly to the previous approaches. We adopt the similar idea to produce a set of specular reflection maps for various material shininess. By doing this, we can render a dynamic scene without high computational complexity or numerous texture map access.

A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.

The Evaluation of Optical Characteristics for Electrodeless Fluorescent Lamp System (무전극 형광등 시스템의 광학적 특성 평가)

  • Hwang, Myung-Keun;Cho, Mee-Ryoung;Shin, Sang-Wuk;Lee, Se-Hyun;Ham, Jung-Koel
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2004.11a
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    • pp.21-24
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    • 2004
  • In this paper, we measured the optical characteristics of the electrodeless fluorescent lamp system as product of the inside and outside of the country and compared the measured data. Power consumption wave of domestic 150 W is unstable than it's of Endura 150 W. Optical characteristics(luminance, luminous flux, color rendering index, efficiency, CIE chromaticity coordinate) value of the former is a little small than the latter. In conclusion, if we improve a little more quality then we must secure the superiority in competition.

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The Study of Measurement Method for an electrodeless lamp (무전극 램프의 광특성 측정방식에 대한 고찰)

  • Lee, Se-Hyun;Cho, Mee-Ryoung;Shin, Sang-Wuk;Hwang, Myung-Keun
    • Proceedings of the KIEE Conference
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    • 2003.10a
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    • pp.68-71
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    • 2003
  • In this paper, We have investigated the luminous flux, luminous efficacy, spectral energy distribution, colour rendering index, correlated colour temperature of electrodeless QL lamp system as a center method of measurement and side method of measurement. A result of measurement is that center method of measurement and side method of measurement is almost similar. Therefore, Sample that didn't measured because of big size and heavy weight can be measured by center method of measurement.

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Effect of Different Lighting Sources on Behavior and Growth of Weanling Pigs

  • Glatz, P.C.
    • Asian-Australasian Journal of Animal Sciences
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    • v.14 no.2
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    • pp.280-287
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    • 2001
  • These studies aimed to determine how lighting might be used to improve feed intake and reduce aggressive behavior in newly weaned pigs. To examine whether this objective could be achieved an experiment was conducted to compare performance, behavior and body condition of weaners over 17-45 days, provided similar lighting quality (i.e. color temperature, color rendering index and lighting distribution) after weaning that piglets experienced prior to weaning. Triphosphor (TP) lighting to simulate daylight was provided during the day while at night, Pascal red (PR) lighting was provided to simulate the night-light piglets previously had received from infrared heating lamps. This treatment was compared to weaners provided conventional cool-white fluorescent light during the day only. Weaners on treatment lighting from 17-45 days of age showed no improvement in body weight or feed conversion at 24, 31, 38 and 45 days compared to the controls. There was, however, a significant improvement (p<0.05) in feed intake in the first week of weaning for weaners provided TP/PR lighting. Over the first 3 days of weaning, pigs on TP/PR lighting showed an increase (p<0.05) in the incidence of ear chewing but reduced (p<0.05) levels of nosing the abdomen of other pigs and reduced (p<0.05) occurrences of being stood on by other pigs. Females exhibited more (p<0.05) mounting and nosing behaviors and rubbing the heads of other pigs than males. On the other hand, males engaged in more (p<0.05) fighting, nipping, ear chewing and standing on other pigs compared to females. Pigs provided PR lighting on the first night of weaning engaged in higher (p<0.05) incidences of nosing and tail sucking behaviors, more (p<0.05) head thrusting, fighting and ear chewing compared to control pigs. The body condition of weaners provided the TP/PR lighting treatment was significantly poorer (p<0.05) compared to weaners on control lighting. In conclusion there was no improvement in production performance of weaners provided new technology lighting apart from the improvement in feed intake in the first week weaners were exposed to the TP/PR lighting.

Red-emitting α-SrO·3B2O3:Sm2+ Phosphor for WLED Lamps: Novel Lighting Properties with Two-layer Remote Phosphor Package

  • Tin, Phu Tran;Nguyen, Nhan K.H.;Tran, Minh Q.H.;Lee, Hsiao-Yi
    • Current Optics and Photonics
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    • v.1 no.4
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    • pp.389-395
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    • 2017
  • This paper investigates a method to improve the lighting performance of white light-emitting diodes (WLEDs), which are packaged using two separate remote phosphor layers, a yellow-emitting YAG:Ce phosphor layer and a red-emitting ${\alpha}-SrO{\cdot}3B_2O_3:Sm^{2+}$ phosphor layer. The thicknesses of these two layers are $800{\mu}m$ and $200{\mu}m$, respectively. Both of them are examined in conditions where the average correlated color temperatures (CCT) are 7700 K and 8500 K. For this two-layer model, the concentration of red phosphor is varied from 2% to 30% in the upper layer, while in the lower layer the yellow phosphor concentration is kept at 15%. It was found interestingly that the lighting properties such as color rendering index (CRI) and luminous flux are enhanced significantly, while the color uniformity is maintained in a relatively close range to the one of one-layer configuration (measured at the same correlated color temperature). Besides, the transmitted and reflected light of each phosphor layer are revised by combining Kubelka-Munk and Mie-Lorenz theories. Through analysis, it is demonstrated that the packaging configuration of two-layer remote phosphor that employs red-emitting ${\alpha}-SrO{\cdot}3B_2O_3:Sm^{2+}$ phosphor particles provides a practical solution for general WLEDs lighting.

Research about evaluating the spectrum of WOLED

  • Lu, Lili;Chen, Wenbin;Shao, Wanli
    • 한국정보디스플레이학회:학술대회논문집
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    • 2006.08a
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    • pp.961-965
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    • 2006
  • White organic LED spectrum for lighting and displaying should be designed for high luminous efficiency as well as good chromaticity coordinate, pleasant correlated color temperature and color rendering. A program based on Matlab was made to make these calculations convenient. The chromaticity coordinate and luminous efficiency was calculated according to the CIE 1931 colorimetric system, while the correlated color temperature(CCT) was calculated based on CIE 1960 UCS diagram. The color rendering characteristics were evaluated according to the CIE Color Rendering Index (CRI), using Ra, Ri and ${\bigtriangleup}E$ from the 14 color samples defined in CIE13.3.

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Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.

A Study on the Plant Cultivation by comparing Ultra Constant Discharge (UCD) Lamp lighting and Hi-Pressure Sodium Lamp lighting (초정압방전램프(UCD)와 나트륨램프를 적용한 식물재배에 관한 연구)

  • JEONG, P.G.;KIM, Y.C.;YANG, H.S.
    • Journal of the Korean Society of Mechanical Technology
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    • v.13 no.1
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    • pp.31-40
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    • 2011
  • This study was conducted to research how UCD(Ultra Constant Discharge) lamp lighting affects plant cultivation. To get the results within a short time, lettuce seedling was selected as a plant and nutrient hydroponic beds were used in a dark room for 100% artificial lighting. Two beds were installed for same distance lighting condition with UCD lamp and Hi-pressure Sodium lamp each and another two beds were installed for same light intensity condition with each type of lamp. After 15 days of cultivation, for both conditions, the yields under UCD lamp were weighed more than that under Hi-pressure Sodium lamp. The result can be analyzed that the spectrum of UCD lamp having near sunlight characteristic is much superior to that of Hi-pressure Sodium lamp having a line spectrum characteristic on yellow and red wavelengths for plant cultivation.