• Title/Summary/Keyword: Realistic illumination

Search Result 45, Processing Time 0.022 seconds

Augmented Reality of Robust Tracking with Realistic Illumination

  • Kim, Young-Baek;Lee, Hong-Chang;Rhee, Sang-Yong
    • International Journal of Fuzzy Logic and Intelligent Systems
    • /
    • v.10 no.3
    • /
    • pp.178-183
    • /
    • 2010
  • In this study we augmented a virtual object to an image of a flexible surface such as a paper, which is acquired from a web camera. To get more presence feeling, we consider realistic illumination on augmenting. To get the geometric relation between the camera and the flexible surface, we use markers that are printed on the surface. Using marker information in prior, three dimensional coordinates of the surface can be calculated. After the marker is removed from the input image, we attach a two dimensional texture and shadow to the flexible surface by considering realistic illumination.

High-Quality Global Illumination Production Using Programmable Graphics Hardware (프로그래밍 가능한 그래픽스 하드웨어를 사용한 고품질 전역 조영 생성)

  • Cha, Deuk-Hyun;Chang, Byung-Joon;Ihm, In-Sung
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.414-419
    • /
    • 2008
  • 3D rendering is a critical process for a movie production, advertisement, interior simulation, medical and many other fields. Recently, several effective rendering methods have been developed for the photo-realistic image generation. With a rapid performance enhancement of graphics hardware, physically based 3D rendering algorithm can now often be approximated in real-time games. However, the high quality of global illumination, required for the image generation in the 3D animation production community is a still very expensive process. In this paper, we propose a new rendering method to create photo-realistic global illumination effect efficiently by harnessing the high power of the recent GPUs. Final gathering routines in our global illumination module are accelerated by programmable graphics hardware. We also simulate physically based light transport on a ray tracing based rendering algorithm with photon mapping effectively.

  • PDF

A Scalable Global Illumination Algorithm for Animated Graphics (움직이는 물체의 개수에 비례하는 시간을 가지는 전역조명 알고리즘)

  • Zheng, Haoxu;Oh, Kyungsu;Paik, Doowon
    • Journal of Korea Game Society
    • /
    • v.16 no.2
    • /
    • pp.111-118
    • /
    • 2016
  • Global illumination is key factor for realistic image but it is not common in realtime rendering due to its complexity. Visibility of $2^{nd}$ lights is hard to determine because we should process all object for each $2^{nd}$ light. In this paper, we reuse visibility of static objects. We present an indirect illumination algorithm which shows good performance and provides exact $2^{nd}$ light visibility when the scene has small number of moving objects. Our method renders correct image while showing good performance.

3D Analysis of Scene and Light Environment Reconstruction for Image Synthesis (영상합성을 위한 3D 공간 해석 및 조명환경의 재구성)

  • Hwang, Yong-Ho;Hong, Hyun-Ki
    • Journal of Korea Game Society
    • /
    • v.6 no.2
    • /
    • pp.45-50
    • /
    • 2006
  • In order to generate a photo-realistic synthesized image, we should reconstruct light environment by 3D analysis of scene. This paper presents a novel method for identifying the positions and characteristics of the lights-the global and local lights-in the real image, which are used to illuminate the synthetic objects. First, we generate High Dynamic Range(HDR) radiance map from omni-directional images taken by a digital camera with a fisheye lens. Then, the positions of the camera and light sources in the scene are identified automatically from the correspondences between images without a priori camera calibration. Types of the light sources are classified according to whether they illuminate the whole scene, and then we reconstruct 3D illumination environment. Experimental results showed that the proposed method with distributed ray tracing makes it possible to achieve photo-realistic image synthesis. It is expected that animators and lighting experts for the film and animation industry would benefit highly from it.

  • PDF

Development of Maya Shader Plug in Based on Subsurface Scattering for Realistic Skin Rendering (사실적인 피부 렌더링을 위해 표면하 산란 모델을 적용한 마야 쉐이더 플러그인 개발)

  • Yoo Tae Kyung;Lee Won Hyung;Jahng Sung Ghab
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.1
    • /
    • pp.88-100
    • /
    • 2005
  • In computer graphics, realistic skin rendering has been regarded as difficult tasks and remains as an important research subject. Translucent materials like skin have some complicated optical properties including subsurface scattering. In this paper, we proposes a skin shader based on subsurface scattering to render realistic skin and it has been implemented as a plug-in for Maya, 3D Package. The rendered image using this proposed skin shader appears more realistic than the rendered image using classical shading techniques. Furthermore, we could model sebum, epidermis, dermis using specular reflection, multiple scattering, single scattering respectively.

  • PDF

A Study on Replacing Method Global Illumination Using Ambient Occlusion (Ambient Occlusion을 이용한 Global Illumination 대체기법 연구)

  • Park, Jae-Wook;Kim, Yun-Jung
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.493-510
    • /
    • 2014
  • From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.

GPU-accelerated Global Illumination for Point Set Rendering (GPU 가속을 이용한 점집합 렌더링을 위한 전역 조명기법)

  • Min, Heajung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.1
    • /
    • pp.7-15
    • /
    • 2020
  • In the process of visualizing a point set representing a smooth manifold surface, global illumination techniques can be used to render a realistic scene with various effects of lighting. Thanks to the continuous demand for ray tracing and the development of graphics hardware, dedicated GPUs and programmable pipeline for ray tracing have been introduced in recent years. In this paper, real-time global illumination rendering is studied for a point-set model using ray-tracing GPUs. We apply the moving least-squares (MLS) method to approximate the point set to a smooth implicit surface and render it using global illumination by performing massive ray-intersection tests with the surface and generating shading effects at the intersection point. As a result, a complicated point-set scene consisting of more than 0.5M points can be generated in real-time.

Identifying the Dysfunction of Lighting for Smart CPTED Enhancement (조명의 역기능 규명을 통한 스마트 범죄예방 사업 강화에 대한 연구)

  • Kim, Sung-Gil
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.12 no.1
    • /
    • pp.17-24
    • /
    • 2017
  • Environmental Redesign for Crime Prevention researchers are perceiving that raising the illuminance of the space by installing lighting for the dark space at night in the living environment will enhance the crime prevention effect. It is not realistic situation to see that simply increasing the illumination of the space will inhibit the occurrence of all crimes. In this study, it is analyzed that the measures to increase the illumination by installing lighting in the living space are used to implement the crime. It is necessary to revise the view that crime is suppressed by simply installing lighting and raising illumination. Especially Sex offenders use the space with high illumination to observe the object of crime. Therefore, it is necessary to provide a more intelligent situation recognition function in addition to simply raising the illumination.

Real-Time Indirect Illumination using a Light Quad-Tree (광원 트리를 사용한 간접 조명의 실시간 렌더링)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.34 no.4
    • /
    • pp.158-167
    • /
    • 2007
  • Indirect illumination plays an important role for realistic image synthesis. We present a novel realtime indirect illumination rendering technique using image pyramids. Hundreds of thousands of indirect point light sources are stored into images, and then they hierarchically clustered into quad-tree image pyramids. We also introduce a GPU based top-down and breadth-first traversal of the quad-trees to approximate the illumination with clusters (set of lights). All steps entirely run on the GPU in real-time. Result images demonstrate that our method represents diffuse interreflection, especially a color bleeding effect well. We achieved interactive frame rates of tens to hundreads, without any preprocessing. We can avoid artifacts caused by sampling, and our method is seven times faster than a recently proposed sampling based method.

Omni-directional Image Generation Algorithm with Parametric Image Compensation (변수화된 영상 보정을 통한 전방향 영상 생성 방법)

  • Kim, Yu-Na;Sim, Dong-Gyu
    • Journal of Broadcast Engineering
    • /
    • v.11 no.4 s.33
    • /
    • pp.396-406
    • /
    • 2006
  • This paper proposes an omni-directional image generation algorithm with parametric image compensation. The algorithm generates an omni-directional image by transforming each planar image to the spherical image on spherical coordinate. Parametric image compensation method is presented in order to compensate vignetting and illumination distortions caused by properties of a camera system and lighting condition. The proposed algorithm can generates realistic and seamless omni-directional video and synthesize any point of view from the stitched omni-directional image on the spherical image. Experimental results show that the proposed omni-directional system with vignetting and illumination compensation is approximately $1{\sim}4dB$ better than that which does not consider the said effects.