• Title/Summary/Keyword: Point-Based Rendering

Search Result 75, Processing Time 0.029 seconds

Breeding of Panax ginseng and Plant Tissue Culture (고려 인삼의 육종파 조직배양)

  • 한창렬
    • Journal of Ginseng Research
    • /
    • v.1 no.1
    • /
    • pp.13-18
    • /
    • 1976
  • Production of Panax ginseng in Korea has been increased tremendously in the last two decades, the acreage and number of growers hating been spread across the country. Improvement of variety, on the other hand, has been seldom carried out during this period, rendering the ginseng growing risky and hazardous. Breeding work with such perennial crop as ginseng if rather time-consuming, and there are few genesources to start with. Authorities concerned with ginseng Production pay hwy little attention to breeding researches for nimbus of reasons. As this crop is cultivated over the entire area of Korea. Breeding work cannot be allowed to delay forth. In the precut article, improvement of ginseng was discussed from the view point of two different categories of brooding concept: (1) conventional breeding and (2) breeding based on the somatic tell genetics.

  • PDF

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
    • /
    • v.6 no.4
    • /
    • pp.52-57
    • /
    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Consider the directional hole filling method for virtual view point synthesis (가상 시점 영상 합성을 위한 방향성 고려 홀 채움 방법)

  • Mun, Ji Hun;Ho, Yo Sung
    • Smart Media Journal
    • /
    • v.3 no.4
    • /
    • pp.28-34
    • /
    • 2014
  • Recently the depth-image-based rendering (DIBR) method is usually used in 3D image application filed. Virtual view image is created by using a known view with associated depth map to make a virtual view point which did not taken by the camera. But, disocclusion area occur because the virtual view point is created using a depth image based image 3D warping. To remove those kind of disocclusion region, many hole filling methods are proposed until now. Constant color region searching, horizontal interpolation, horizontal extrapolation, and variational inpainting techniques are proposed as a hole filling methods. But when using those hole filling method some problem occurred. The different types of annoying artifacts are appear in texture region hole filling procedure. In this paper to solve those problem, the multi-directional extrapolation method is newly proposed for efficiency of expanded hole filling performance. The proposed method is efficient when performing hole filling which complex texture background region. Consideration of directionality for hole filling method use the hole neighbor texture pixel value when estimate the hole pixel value. We can check the proposed hole filling method can more efficiently fill the hole region which generated by virtual view synthesis result.

A Framework for the Computer-aided Shop Drawing (철근 배근시공도 설계 자동화 프레임워크)

  • Maeng, Seung-Ryol;Gong, Heon-Taek
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.12
    • /
    • pp.556-565
    • /
    • 2009
  • In this paper, we propose a CAD software framework to automatically generate a shop drawing. Shop drawing is to draw the geometric figures representing an arrangement of steel bars for a concrete building on its structural design, based on its construction specifications and the design rules, and its well-formed process lead to be automated. A key point of the design automation is to minimize the user interactions by automatically recognizing the design specifications and to finally generate the shape of the geometric figures. The graphic pipeline of the proposed framework consists of four stages; a specification DB, specification extraction, binding, and rendering. To effectively extract all specifications only for a figure from the DB and bind them to its shape, we use a hierarchical approach; the specifications are classified into three common, structural, and figure classes, and each attribute is extracted in design phases. Based on our framework, we implemented a specialized CAD for shop drawing using AutoCAD and could easily update it according to user's demands.

A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.9
    • /
    • pp.1245-1257
    • /
    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

  • PDF

Extending the OMA DRM Framework for Supporting an Active Content (능동형 콘텐츠 지원을 위한 OMA DRM 프레임워크의 확장)

  • Kim, Hoo-Jong;Jung, Eun-Su;Lim, Jae-Bong
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.16 no.5
    • /
    • pp.93-106
    • /
    • 2006
  • With the rapid growth of the wireless Internet communication, a new generation of mobile devices have made possible the broad distribution of mobile digital contents, such as image, music, video, games and applications over the wireless Internet. Mobile devices are rapidly becoming the major means to extend communication channels without copy Protection, usage rule controlling and authentication. As a result, mobile digital contents may be illegally altered, copied and distributed among unauthorized mobile devices. In this paper, we take a look at Open Mobile Alliance (OMA) DRM v2.0 in general, its purpose and function. The OMA is uniquely the focal point for development of an open standard for mobile DRM. Next we introduces features for an active content and illustrates the difference between an active content and an inactive content. Enabling fast rendering of an active content, we propose an OMA-based DRM framework. This framework include the following: 1) Extending DCF Header for supporting an selective encryption, 2) Content encryption key management, 3) Rendering API for an active content. Experimental results show that the proposed framework is able to render an active content fast enough to satisfy Quality of Experience. %is framework has been proposed for a mobile device environment, but it is also applicable to other devices, such as portable media players, set-top boxes, or personal computer.

Somatic JAK-2 V617F Mutational Analysis in Polycythemia Rubra Vera: a Tertiary Care Center Experience

  • Sultan, Sadia;Irfan, Syed Mohammed;Khan, Sadia Rashid
    • Asian Pacific Journal of Cancer Prevention
    • /
    • v.17 no.3
    • /
    • pp.1053-1055
    • /
    • 2016
  • Background: Polycythemia rubra vera (PV), being a primary polycythemia, is caused by neoplastic proliferation of erythroid, megakaryocytic and granulocytic lineages which result in panmyelosis. PV patients have a somatic acquired mutation in the Janus kinase (JAK2) pathway, rendering cell proliferation independent of the normal regulatory mechanisms that regulate erythropoiesis. The rational of this study was to determine the prevalence of the JAK-2 V617F mutation in Pakistani patients with PV. Materials and Methods: In this cross sectional study, 26 patients with PV were enrolled from January 2010 to December 2014. Patients were diagnosed based on WHO criteria for PV. All were screened for G-T point mutation (V617F) in the JAK2 gene on chromosome 9 by an allele specific PCR. Results: The mean age was $53.4{\pm}9.31years$ (range 36-72) and the male to female ratio was 2:1. The frequency of JAK2 V617F positivity in our PV patients was found to be 92.3%. Overall 30.7% of patients were asymptomatic and remaining 69.3% presented with symptomatic disease. The mean hemoglobin was $18.1{\pm}1.9g/dl$ with the mean hematocrit of $55.6{\pm}8.3%$. The mean total leukocyte count was $12.8{\pm}7.1{\times}10^9/l$ and the platelet count was $511{\pm}341.9{\times}10^9/l$. A positive correlation of JAK2 V617F mutation was established with high TLC count (P=0.01). No correlation of JAK2 V617F could be established with age or gender (P>0.05). Conclusions: The JAK2 V617F mutation frequency in our PV patients was similar to those reported internationally. Screening for the mutation in all suspected PV cases could be beneficial in differentiating patients with reactive and clonal erythrocytosis.

3D Head Modeling using Depth Sensor

  • Song, Eungyeol;Choi, Jaesung;Jeon, Taejae;Lee, Sangyoun
    • Journal of International Society for Simulation Surgery
    • /
    • v.2 no.1
    • /
    • pp.13-16
    • /
    • 2015
  • Purpose We conducted a study on the reconstruction of the head's shape in 3D using the ToF depth sensor. A time-of-flight camera (ToF camera) is a range imaging camera system that resolves distance based on the known speed of light, measuring the time-of-flight of a light signal between the camera and the subject for each point of the image. The above method is the safest way of measuring the head shape of plagiocephaly patients in 3D. The texture, appearance and size of the head were reconstructed from the measured data and we used the SDF method for a precise reconstruction. Materials and Methods To generate a precise model, mesh was generated by using Marching cube and SDF. Results The ground truth was determined by measuring 10 people of experiment participants for 3 times repetitively and the created 3D model of the same part from this experiment was measured as well. Measurement of actual head circumference and the reconstructed model were made according to the layer 3 standard and measurement errors were also calculated. As a result, we were able to gain exact results with an average error of 0.9 cm, standard deviation of 0.9, min: 0.2 and max: 1.4. Conclusion The suggested method was able to complete the 3D model by minimizing errors. This model is very effective in terms of quantitative and objective evaluation. However, measurement range somewhat lacks 3D information for the manufacture of protective helmets, as measurements were made according to the layer 3 standard. As a result, measurement range will need to be widened to facilitate production of more precise and perfectively protective helmets by conducting scans on all head circumferences in the future.

A Study on Improving the Quality of DIBR Intermediate Images Using Meshes (메쉬를 활용한 DIBR 기반 중간 영상 화질 향상 방법 연구)

  • Kim, Jiseong;Kim, Minyoung;Cho, Yongjoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.822-823
    • /
    • 2014
  • The usual method of generating an image for a multiview display system requires acquiring a color image and depth information of a reference camera. Then, intermediate images, generated using DIBR method, will be captured at a number of different viewpoints and composed to construct an multiview image. When such intermediate views are generated, several holes would be shown because some hidden parts are shown when the screenshot is taken at different angle. Previous research tried to solve this problem by creating a new hole-filling algorithm or enhancing the depth information. This paper describes a new method of enhancing the intermediate view images by applying the Ball Pivoting algorithm, which constructs meshes from a point cloud. When the new method is applied to the Microsoft's "Ballet" and "Break Dancer" data sets, PSNR comparison shows that about 0.18~1.19 increasement. This paper will explaing the new algorithm and the experiment method and results.

  • PDF

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.475-487
    • /
    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.