• 제목/요약/키워드: Rain Rendering

검색결과 4건 처리시간 0.016초

카메라 의존적 파티클 시스템을 이용한 실시간 빗줄기 렌더링 (View-Dependent Real-time Rain Streaks Rendering)

  • 임진기;성만규
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.468-480
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    • 2021
  • Realistic real-time rain streaks rendering has been treated as a very difficult problem because of various natural phenomena. Also, in creating and managing a large number of particles, a large amount of computer resources had to be used. Therefore, in this paper, we propose a more efficient real-time rain streaks rendering algorithm by generating view-dependent rain particles and expressing a large amount of rain even with a small number. By creating a 'rain space' dependent on the field of view of the camera moving in real time, particles are rendered only in that space. Accordingly, even if a small number of particles are rendered, since the rendering is performed in a limited space, an effect of rendering a very large amount of particles can be obtained. This enables very efficient real-time rendering of rain streaks.

사실적인 비 내리는 효과 알고리즘 비교 및 분석 (Realistic Rainfall Effect Algorithm Comparison and Analysis)

  • 서태욱;성만규
    • 한국멀티미디어학회논문지
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    • 제22권1호
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    • pp.99-109
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    • 2019
  • Realistic rendering of natural phenomena is a difficult problem. Many environmental factors must be considered to simulate this phenomenon. At the same time, we need to think about their computational complexity to be simulated with computer algorithm One of the most difficult problems in creating weather conditions is the rain. To simulate realistic rainy scene, you have to consider the physical properties of rain and the environmental where the rain is falling down as well. In this paper, we survey the modeling and rendering techniques for realistic rainfall scenes from three different aspects. First, we list up techniques for modeling raindrop dynamics. Second, we survey the rendering techniques that render the raindrop in the environment. Third, we take a look at the hybrid methods that combines the rendering the modeling at the same time. For each aspect, we compare the algorithms in terms of implementation and their speciality.

기하음향 기반 확산 음장 시뮬레이션을 위한 앰비소닉 렌더링 기법 (Ambisonic Rendering for Diffuse Sound Field Simulations based on Geometrical Acoustics)

  • 유필선;;유재현;최정우
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2022년도 추계학술대회
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    • pp.26-29
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    • 2022
  • The diffuse sound field plays a crucial role in the perceptual quality of the auralization of virtual scenes. Diffuse Rain is a geometrical scattering model which enables the simulation of diffuse fields that is compatible with acoustic ray tracing, but is often computationally expensive. We develop a novel method that can reduce this cost by rendering the large number of Diffuse Rain data in Ambisonics format. The proposed method is evaluated in a shoebox scene simulation run on MATLAB, in reference to a more faithful method of rendering the Diffuse Rain data ray-by-ray. The EDC and IACC of the binaural output show that the simulated diffuse field can be rendered in Ambisonics with only minimal deviations in energy decay and spatial quality, even with 1st-order Ambisonics.

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Unity3D를 이용한 빗방울 렌더링 구현 (Implementation of Raindrop Rendering Using Unity3D Engine)

  • 이면재;김경남
    • 디지털융복합연구
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    • 제12권1호
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    • pp.519-524
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    • 2014
  • 본 연구는 빗방울 렌더링에 관한 연구이다. 기존 게임에서 빗방울을 렌더링하는 경우에는 스프라이트 이미지를 이용하거나 대략적으로 빗방울이 맺힌 텍스처를 이용한다. 이 방법은 모든 빗방울이 비슷한 모양과 크기로 렌더링되기 때문에 플레이어들에게 실제감을 제공하기에는 한계가 있다. 이 한계를 개선하기 위해 본 논문에서는 빗방울이 물체와 접촉했을 때 표면 장력을 고려한 빗방울 생성 방법을 제안하고 이를 Unity3D 엔진을 이용하여 구현한다. 본 논문의 유용성을 보여주기 위해, 표면 장력 수식의 요소인 면적과 당기는 힘의 변화에 따른 빗방울 생성을 보여준다. 본 논문은 빗방울을 게임에서 렌더링 하는 경우 실제감 있는 게임 제작에 도움을 줄 수 있다.