• 제목/요약/키워드: Rendering

검색결과 1,797건 처리시간 0.023초

헤드마운티드 디스플레이를 활용한 전방위 카메라 기반 영상 렌더링 동기화 시스템 (Omnidirectional Camera-based Image Rendering Synchronization System Using Head Mounted Display)

  • 이승준;강석주
    • 전기학회논문지
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    • 제67권6호
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    • pp.782-788
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    • 2018
  • This paper proposes a novel method for the omnidirectional camera-based image rendering synchronization system using head mounted display. There are two main processes in the proposed system. The first one is rendering 360-degree images which are remotely photographed to head mounted display. This method is based on transmission control protocol/internet protocol(TCP/IP), and the sequential images are rapidly captured and transmitted to the server using TCP/IP protocol with the byte array data format. Then, the server collects the byte array data, and make them into images. Finally, the observer can see them while wearing head mounted display. The second process is displaying the specific region by detecting the user's head rotation. After extracting the user's head Euler angles from head mounted display's inertial measurement units sensor, the proposed system display the region based on these angles. In the experimental results, rendering the original image at the same resolution in a given network environment causes loss of frame rate, and rendering at the same frame rate results in loss of resolution. Therefore, it is necessary to select optimal parameters considering environmental requirements.

3차원 인체 해부도 작성을 위한 칼라 볼륨 데이터의 입체 영상 재구성 (Reconstruction of Color-Volume Data for Three-Dimensional Human Anatomic Atlas)

  • 김보형;이철희
    • 대한의용생체공학회:의공학회지
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    • 제19권2호
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    • pp.199-210
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    • 1998
  • 본 논문에서는 전산화된 인체 해부도의 필수 기능인 3차원 볼륨 가시화 기법을 제시한다. 오브젝트순서에 기반한 광선 추적과 런-길이 인코딩의 장점을 이용한 이진 볼륨 렌더링 기법은 경계 추출된 칼라 슬라이스로 구성된 볼륨 데이터를 이용하여, 특정 하드웨어의 도움없이 일반 PC에서 대화식 수준의 속도로 3차원 가시화를 수행한다. 이 방법은 이진 볼륨 렌더링을 위해 필요한 이진 깊이 화상의 구성을 간소화하고 새루운 법선 벡터 계산 방법을 적용하여 렌더링 시간의 향상을 꾀하였다. 이와 함께 화질의 손실 없이 관련 데이터의 양을 줄이는 3D경계 인코딩 방법도 제시한다. 본 논문에서 제시한 렌더링 방법의 대화식 수준의 속도와 인코딩 방법의 정보 저장면에서의 효율성은 PC에서 운용될 수 있는 의학 해부도 응용 프로그램의 개발을 보다 가속화할 것이다.

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양자점 부품과 이를 활용한 고연색성 조명 연구 (Study on Quantum Dot Components and Their Use in High Color Rendering Lighting)

  • 고재현
    • 한국광학회지
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    • 제35권3호
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    • pp.95-106
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    • 2024
  • 일반 백색 LED의 연색성을 보완하기 위해 적색 양자점을 선택적으로 활용함으로써 고연색성 조명을 구현하는 연구가 최근 활발하다. 본 논문에서는 최근 이루어지고 있는 원격 양자점 부품 연구 및 이를 활용한 고연색성 조명 개발의 현황에 대해 소개한다. 특히 양자점 부품이 배치되는 조명의 광구조 최적화에 있어서 중요하게 고려해야 할 다양한 요소를 집중적으로 논의함으로써 향후 고연색성 조명 연구의 방향 및 전망까지 다루고자 했다.

BRDF 측정 및 표현을 위한 프레임워크 (BRDF Measurement and Representation Framework)

  • 김해동;최병태;박태용
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 컴퓨터소사이어티 추계학술대회논문집
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    • pp.91-94
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    • 2003
  • In this paper, we present a simple framework to measure BRDF(Bidirectional Reflectance Distribution Function) values of objects and to render them using the values more realistically. There are lots of BRDF measurement methods, but the methods have been separated from the effective rendering of the values. Therefore, we suggest the framework which includes the BRDF measurement methods of objects and the effective rendering methods of the measured BRDF data. Before measuring the BRDFs, we do light sources analysis, camera calibration and display device characterization. After measuring them, we apply them to the characterized display device for rendering effectively and realistically.

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Real-time Modeling and Rendering of Tidal in Qiantang Estuary

  • Wang, Chang-Bo
    • International Journal of CAD/CAM
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    • 제9권1호
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    • pp.79-83
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    • 2010
  • Tidal bore is a peculiar nature phenomenon which is caused by the lunar and solar gravitation. Based on the physical characters of tidal bores, in this paper we propose a novel method to model and render this phenomenon, especially the tidal waves in Qiantang estuary. According to Boltzmann equation for tidal waves, we solve it with the novel triangle mesh of Kinectic Flux Vector Splitting (KFVS) mode. Then a method combining a curve forecasting wave and particles model is proposed to render the dynamic scenes of overturning tidal waves. Finally, with some rendering technologies, various realistic tidal waves under diversified conditions is rendered in real time.

4 컬러 서브픽셀 렌더링 적용 고해상도 LED Display (A novel LED display architecture using 4 color sub-pixel rendering)

  • kim, Dae-Sik;Shigeta, Tetsuya;Im, Sang-Kyun;Lee, Ho-Sup
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2015년도 추계학술대회
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    • pp.182-184
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    • 2015
  • We have developed a novel LED display architecture with RGGB 4sub-pixels rendering. LED light control filter algorithm is proposed in order to reduce color fringes by sub-pixel rendering which is a method of perceptual enhancement. The results show that it has 2 times higher perceptual resolution without artifacts.

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광학 광선추적 프로그램으로 보는 렌더링 (Study on the feasiblity on applying an Optical Ray-tracing SW to RenderingPage Summary)

  • 박승미;남기봉
    • 한국광학회:학술대회논문집
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    • 한국광학회 2008년도 하계학술발표회 논문집
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    • pp.393-394
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    • 2008
  • 컴퓨터 그래픽의 분야에서 Global illumination을 계산하는 과정은 우선 광선 추적 기법을 기반으로 한다. 가장 늦게 소개되어 사용자 층이 늘어나고 있는 photon mapping 기법도 scene rendering을 수행하기 이전에 광선 추적을 이용하여 photon의 공간적 분포를 미리 계산하는 과정을 활용한다. 본 고(稿)에서는 광학용으로 사용되는 SW를 scene rendering에 활용할 수 있는 가능성을 검증하였다.

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쿼드트리와 웨이블릿 변환을 이용한 실시간 지형 렌더링 (Real-Time Terrain Rendering using Quadtree Wavelet Transform)

  • 한정현;박헌기;정문주
    • 한국시뮬레이션학회논문지
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    • 제10권3호
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    • pp.95-103
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    • 2001
  • Rendering of 3D terrain data in real-time is difficult because of its large scale. So, it is necessary to use level-of-detail(LOD) that uses fewer data, but makes almost similar image to the original. We present an algorithm for real-time LOD generation and rendering of 3D terrain data. The algorithm applies wavelet transform to the terrain data, and then generates quadtree based view-dependent LOD using wavelet coefficients that are the output of wavelet transform. It also uses frame-to-frame coherence and view culling for high frame rates.

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로트렉 초상화 렌더링 (Lautrec Portrait Rendering)

  • 이경록;윤경현
    • 한국멀티미디어학회논문지
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    • 제17권9호
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    • pp.1052-1063
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    • 2014
  • Non-photo realistic Rendering is the one of the fields in Computer Graphics and many painterly rendering techniques have been studying. However studies about a specific painter are still in a rarity. Therefore in this paper, we studied about technique for generation of Henri de Toulouse-Lautrec's portraits. Toulouse-Lautrec was a painter in 19th century. His style of portraits was expressed as follows; the sketch was drawn by conte or pastel in croquis style and colored only focused parts like faces on the base colored area. For simulate this, we propose sequential technique about sketch style image generation and face area painting.

다중 CPU 서버 환경에서 동시 사용자를 위한 부하조절 기반 볼륨 가시화 시스템 (Load Balanced Volume Rendering System for Concurrent Users in Multi-CPU Server Environment)

  • 이웅규;계희원
    • 한국멀티미디어학회논문지
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    • 제18권5호
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    • pp.620-630
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    • 2015
  • This research suggests a load balancing method for a volume rendering system which supports concurrent users. When concurrent users use a volume rendering server system, the computational resources are occupied by a particular user by turns because each process consumes the computational resources as much as possible. In this case, the previous method shows acceptable throughput but the latency is increased for each user. In this research, we suggest a method to improve the latency without performance degradation. Each process makes concessions for taking the resources according to the number of users connected to the system. And we propose a load balancing method in the dynamic situation in which the number of users can vary. Using our methods, we can improve the latency time for each user.