• Title/Summary/Keyword: Rendering

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A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

Design and Implementation of a Distributed Rendering Management System for Special Purpose Renderer (특정 목적 렌더러에 특화된 분산 렌더링 관리 시스템의 설계 및 구현)

  • Lee, In;Kang, Kyung-Kyu;Jung, Yu-Gu;Lee, Jae-Woon;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.60-68
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    • 2012
  • This paper describes design and implementation of a distributed rendering management system using existing rendering module. Currently, most of 3D commercial software provide modeling, rendering and distributed environment in the whole package. So, the server and client should use the given renderer as is, without the required features. In this paper, we propose a distributed rendering management system that consist of rendering module and distributed rendering client-server. The rendering module can be executed independently and managed by the distributed rendering client. The server requests rendering for each connected client. After the execution, the server gathers rendering result from each client. After gathering, the server provides the rendering result to the user.

Version-Aware Cooperative Caching for Multi-Node Rendering

  • Cho, Kyungwoon;Bahn, Hyokyung
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.30-35
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    • 2022
  • Rendering is widely used for visual effects in animations and movies. Although rendering is computing-intensive, we observe that it accompanies heavy I/O because of large input data. This becomes technical hurdles for multi-node rendering performed on public cloud nodes. To reduce the overhead of data transmission in multi-node rendering, this paper analyzes the characteristics of rendering workloads, and presents the cooperative caching scheme for multi-node rendering. Our caching scheme has the function of synchronization between original data in local storage and cached data in rendering nodes, and the cached data are shared between multiple rendering nodes. We perform measurement experiments in real system environments and show that the proposed cooperative caching scheme improves the conventional caching scheme used in the network file system by 27% on average.

Volume Rendering Using Multi-Textures (Multi-Textures를 이용한 Volume Rendering)

  • 박재영;이병일;최흥국
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2000.12a
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    • pp.169-172
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    • 2000
  • Direct volume rendering has yet been restricted to high-end graphic workstations and special-purpose hardware, due to the large amount of trilinear interpolation, that are necessary to obtain high image quality. In this paper, we implemented the volume rendering techniques using the 2D-texture at the environment of standard PC hardware. In addition, we show how multi-texturing capabilities of modern PC graphics board are enable to volume rendering. Besides using extended OpenGL function, we improved pixel operations and rendering capacity.

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Expression of Cartoon Rendering Method in Image Contents (영상 콘텐츠에서 카툰 렌더링기법의 활용)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.142-151
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    • 2007
  • The rapid development of 3D computer graphics makes traditional cell-animations expressed by several digital techniques and makes traditional cell-animations expand their own area through several continuous tries. There are two types in rendering method. The one is Photorealistic rendering to realize accurate images like photos and the other is Non-photorealistic rendering to realize human's flair and artistry. This paper examines applications of cartoon rendering techniques among several Non-photorealistic rendering techniques. This paper analyzes production cases and examines features of cartoon rendering techniques in the latest movies, games and advertisements of image contents. And this paper will be able to help making more sensual, familiar and in-depth products, as understanding applications, merits and demerits of the latest cartoon rendering techniques through these investigations.

An Adaptive System for Effective Fur rendering (효과적인 Fur 렌더링을 위한 적응적 시스템 -혼합 렌더링을 이용한 빠른 Fur 렌더링 방법-)

  • Kim, Hye-Sun;Ban, Yun-Ji;Lee, Chung-Hwan;Nam, Seung-Woo;Choi, Jin-Sung;Oh, Jun-Kyu
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.719-724
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    • 2009
  • Fur rendering is difficult in that there are huge numbers of objects and it takes so much time. The previous method considers fur as cylinder, transforms it into 2D ribbon, triangulates and commits rendering. But this method has problem like under sampling and takes rendering time so long. To resolve these shortcuts we proposed new algorithm. We divide fur into thick and thin fur and we applied adaptive rendering methods for each type of fur. Also we can perform an effective rendering according to the proposed rendering framework.

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High-quality Shear-warp Volume Rendering Using Efficient Supersampling and Pre-integration Technique (효율적인 수퍼샘플링과 선-적분을 이용한 고화질 쉬어-왑 분해 볼륨 렌더링)

  • Kye, Hee-Won;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.971-981
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    • 2006
  • As shear-warp volume rendering is the fastest rendering method among the software based approaches, image quality is not good as that of other high-quality rendering methods. In this paper, we propose two methods to improve the image quality of shear-warp volume rendering without sacrificing computational efficiency. First, supersampling is performed in intermediate image space. We propose an efficient method to transform between volume and image coordinates at the arbitrary ratio. Second, we utilize pre-integrated rendering technique for shear-warp rendering. We propose new data structure called overlapped min-max map. Using this structure, empty space leaping can be performed so that we can maintain the rendering speed even though pre-integrated rendering is applied. Consequently, shear-warp rendering can generate high-qualify images comparable to those generated by the ray-casting without degrading speed.

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Performance Analysis of Cloud Rendering Based on Web Real-Time Communication

  • Lim, Gyubeom;Hong, Sukjun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.276-284
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    • 2022
  • In this paper, we implemented cloud rendering using WebRTC for high-quality AR and VR services. Cloud rendering is an applied technology of cloud computing. It efficiently handles the rendering of large volumes of 3D content. The conventional VR and AR service is a method of downloading 3D content. The download time is delayed as the 3D content capacity increases. Cloud rendering is a streaming method according to the user's point of view. Therefore, stable service is possible regardless of the 3D content capacity. In this paper, we implemented cloud rendering using WebRTC and analyzed its performance. We compared latency of 100MB, 300MB, and 500MB 3D AR content in 100Mbps and 300Mbps internet environments. As a result of the analysis, cloud rendering showed stable latency regardless of data volume. On the other hand, the conventional method showed an increase in latency as the data volume increased. The results of this paper quantitatively evaluate the stability of cloud rendering. This is expected to contribute to high-quality VR and AR services

Visualization of three-dimensional medical information based on Shear-Warp Volume Rendering (Shear-Warp Volume Rendering에 의한 3차원 의료영상 정보 표현)

  • Chae Eunmi;Huh Junsung;Sah Jongyoub
    • 한국전산유체공학회:학술대회논문집
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    • 1999.11a
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    • pp.158-162
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    • 1999
  • This thesis presents applications of three dimensional visualization technique based on shear-warp volume rendering to medical information. Volume rendering is compared to surface rendering and acceleration technique is also presented. The presented rendering techniques by using three-dimensional arrays of data are a widely used representation for computational fluid dynamics and geological structures as well as medical information.

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

  • Im, Jingi.;Sung, Mankyu
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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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.