• Title/Summary/Keyword: Rendering

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Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

Visual Signal Luminance Analysis and Light Source Color Application Study for Escape Guidance in Underground Common Duct (지하공동구 내 탈출 유도를 위한 비주얼 시그널 휘도 분석 및 광색 적용 연구)

  • Jongmin Lim;Hyojoo Kong;Jinsoo Shin;Sangwuk Shin;Seongsik Yoo
    • Journal of the Society of Disaster Information
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    • v.18 no.4
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    • pp.806-816
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    • 2022
  • Purpose: In this study, the luminance measurement analysis results of the smoke generation state are considered for visual signal display light color for real-time escape guidance in the underground common area. Method: We will analyze the scattering characteristics of light in the atmosphere and optical technology based on the visibility theory, and try to classify the elemental technology as a guidance function through a prototype of a visual signal display device for evacuation guidance. Result: In the experiment conducted under the smoke-generating condition, the results were derived with low luminance ratio and good visibility in the order of red, green, and yellow. However, this result is different from general lighting in which color rendering is considered, and is limited to signals for signals and detection. Conclusion: A conclusions were drawn by reflecting both the luminance measurement results in the smoke generation situation and the preference survey results conducted in previous studies for the light color of the visual signal for signal and detection. When events such as smoke occur, it is better to use the escape guidance visual signal in red or green.

A Study on the Digital Holographic Image Acquisition Method using Chroma Key Composition (크로마키 합성을 이용한 디지털 홀로그래피 이미지 획득 방법 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.313-321
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    • 2022
  • As 5G is getting developed, people are getting interested in immersive content. Some predicts that immersive content may be implemented in real life such as holograms, which were only possible in movies. Holograms, which has been studied for a long time since Dennis Gabor published the basic theory in 1948, are constantly developing in a new direction with digital technology. It is developing from a traditional optical hologram, which is produced by recording the interference pattern of light to a computer generated hologram (CGH) and a digital hologram printer. In order to produce a hologram using a digital hologram printer, holographic element (Hogel) image must first be created using multi-view images. There are a method of directly photographing an actual image and a method of modeling an object using 3D graphic production tool and rendering the motion of a virtual camera to acquire a series of multi-view images. In this paper, we propose a new method of getting image, which is one of the visual effect, VFX, producing multi-view images using chroma key composition. We shoot on the green screen of actual object, suggest the overall workflow of composition with 3D computer graphic(CG) and explain the role of each step. We expected that it will be helpful in researching a new method of image acquisition in the future if all or part of the proposed workflow to be applied.

Robust Dynamic Projection Mapping onto Deforming Flexible Moving Surface-like Objects (유연한 동적 변형물체에 대한 견고한 다이내믹 프로젝션맵핑)

  • Kim, Hyo-Jung;Park, Jinho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.897-906
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    • 2017
  • Projection Mapping, also known as Spatial Augmented Reality(SAR) has attracted much attention recently and used for many division, which can augment physical objects with projected various virtual replications. However, conventional approaches towards projection mapping have faced some limitations. Target objects' geometric transformation property does not considered, and movements of flexible objects-like paper are hard to handle, such as folding and bending as natural interaction. Also, precise registration and tracking has been a cumbersome process in the past. While there have been many researches on Projection Mapping on static objects, dynamic projection mapping that can keep tracking of a moving flexible target and aligning the projection at interactive level is still a challenge. Therefore, this paper propose a new method using Unity3D and ARToolkit for high-speed robust tracking and dynamic projection mapping onto non-rigid deforming objects rapidly and interactively. The method consists of four stages, forming cubic bezier surface, process of rendering transformation values, multiple marker recognition and tracking, and webcam real time-lapse imaging. Users can fold, curve, bend and twist to make interaction. This method can achieve three high-quality results. First, the system can detect the strong deformation of objects. Second, it reduces the occlusion error which reduces the misalignment between the target object and the projected video. Lastly, the accuracy and the robustness of this method can make result values to be projected exactly onto the target object in real-time with high-speed and precise transformation tracking.

The Construction Method for Virtual Drone System (가상 드론 시뮬레이터 구축을 위한 시스템 구성)

  • Lee, Taek Hee
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.6
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    • pp.124-131
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    • 2017
  • Recently, drone is extending its range of usability. For example, the delivery, agriculture, industry, and entertainment area take advantage of drone mobilities. To control real drones, it needs huge amount of drone control training steps. However, it is risky; falling down, missing, destroying. The virtual drone system can avoid such risks. We reason that what kinds of technologies are required for building the virtual drone system. First, it needs that the virtual drone authoring tool that can assemble drones with the physical restriction in the virtual environment. We suggest that the drone assembly method that can fulfill physical restrictions in the virtual environment. Next, we introduce the virtual drone simulator that can simulate the assembled drone moves physically right in the virtual environment. The simulator produces a high quality rendering results more than 60 frames per second. In addition, we develop the physics engine based on SILS(Software in the loop simulation) framework to perform more realistic drone movement. Last, we suggest the virtual drone controller that can interact with real drone controllers which are commonly used to control real drones. Our virtual drone system earns 7.64/10.0 user satisfaction points on human test: the test is done by one hundred persons.

A Simple Design of an Imaging System for Accurate Spatial Mapping of Blood Oxygen Saturation Using a Single Element of Multi-wavelength LED (혈중 산소 포화도의 정확한 공간 매핑을 위한 다중 파장 LED 단일소자를 활용한 이미징 시스템 설계)

  • Jun Hwan Kim;Gi Yeon Yu;Ye Eun Song;Chan Yeong Yu;Yun Chae Jang;Riaz Muhammad;Kay Thwe Htun;Ahmed Ali;Seung Ho Choi
    • Journal of Biomedical Engineering Research
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    • v.44 no.6
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    • pp.450-464
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    • 2023
  • Pulse oximetry, a non-invasive technique for evaluating blood oxygen saturation, conventionally depends on isolated measurements, rendering it vulnerable to factors like illumination profile, spatial blood flow fluctuations, and skin pigmentation. Previous efforts to address these issues through imaging systems often employed red and near-infrared illuminations with distinct profiles, leading to inconsistent ratios of transmitted light and the potential for errors in calculating spatial oxygen saturation distributions. While an integrating sphere was recently utilized as an illumination source to achieve uniform red and near-infrared illumination profiles on the sample surface, its bulkiness presented practical challenges. In this work, we have enhanced the pulse oximetry imaging system by transitioning illumination from an integrating sphere to a multi-wavelength LED configuration. This adjustment ensures simultaneous emission of red and near-infrared light from the same position, creating a homogeneous illumination profile on the sample surface. This approach guarantees consistent patterns of red and near-infrared illuminations that are spatially uniform. The sustained ratio between transmitted red and near-infrared light across space enables precise calculation of the spatial distribution of oxygen saturation, making our pulse oximetry imaging system more compact and portable without compromising accuracy. Our work significantly contributes to obtaining spatial information on blood oxygen saturation, providing valuable insights into tissue oxygenation in peripheral regions.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.11-21
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    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.

An Experimental Analysis of Ultrasonic Cavitation Effect on Ondol Pipeline Management (온돌 파이프라인 관리를 위한 초음파 캐비테이션 효과에 대한 실험적 분석)

  • Lee, Ung-Kyun
    • Journal of the Korea Institute of Building Construction
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    • v.24 no.1
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    • pp.67-75
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    • 2024
  • In the context of Korean residential heating systems, Ondol pipelines are a prevalent choice. However, the maintenance of these pipelines becomes a complex task once they are embedded within concrete structures. As time progresses, the accumulation of sludge, corrosive oxides, and microorganisms on the inner surfaces of these pipelines diminishes their heating efficiency. In extreme scenarios, this accumulation can induce corrosion and scale formation, compromising the system's integrity. Consequently, this research introduces an ultrasonic generation system tailored for the upkeep of Ondol pipelines, with the objective of empirically assessing its practicality. This investigation delineates three variants of ultrasonic generating apparatuses: those employing surface vibration, external generation, and internal generation techniques. To emulate the presence of contaminants within the pipelines, substances in powder, slurry, and liquid forms were employed. The efficacy of the cleaning process post-ultrasonic wave application was scrutinized over time, with image analysis methodologies being utilized to evaluate the outcomes. The findings indicate that ultrasonic waves, whether generated externally or internally, exert a beneficial effect on the cleanliness of the pipelines. Given the inherent characteristics of Ondol pipelines, external generation proves impractical, thereby rendering internal generation a more viable solution for pipeline maintenance. It is anticipated that future endeavors will pave the way for innovative maintenance strategies for Ondol pipelines, particularly through the advancement of internal generation technologies for pipeline applications.

Hydraulic Model Experiments and Performance Analysis of Existing Empirical Formulas for Overtopping Discharge on Tetrapod Armored Rubble Mound Structures with Low Relative Freeboard (상대여유고가 낮은 테트라포드 피복 경사제의 월파량에 대한 수리모형실험 및 기존 경험식의 예측성능 분석)

  • Sang-Woo Yoo;Jae-Young Kim;Do-Sam Kim;Kwang-Ho Lee
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.36 no.3
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    • pp.105-115
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    • 2024
  • In coastal structure design incorporating revetments, the assessment of wave overtopping discharge relies on hydraulic model experiments. Numerous empirical formulas have been developed to predict overtopping discharge based on quantitative data from these experiments. Typically, for revetment structures aimed at mitigating wave overtopping, crest height is determined by considering the maximum amplitude of the design wave, resulting in a relatively high freeboard compared to wave heights. However, achieving complete prevention of all wave overtopping would require the crown wall to have substantial crest heights, rendering it economically impractical. Therefore, the concept of limiting discharge has been introduced in the design of revetment structures, aiming to restrict wave overtopping discharge to an acceptable level. Consequently, many coastal structures in real-world settings feature relatively lower freeboard heights than incident wave heights. This study investigated wave overtopping discharge on rubble-mound breakwaters with relatively low freeboard heights through hydraulic model experiments. Furthermore, it conducted a comparative analysis of the predictive capabilities of existing empirical formulas for estimating overtopping discharge using experimental data.

3DentAI: U-Nets for 3D Oral Structure Reconstruction from Panoramic X-rays (3DentAI: 파노라마 X-ray로부터 3차원 구강구조 복원을 위한 U-Nets)

  • Anusree P.Sunilkumar;Seong Yong Moon;Wonsang You
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.7
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    • pp.326-334
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    • 2024
  • Extra-oral imaging techniques such as Panoramic X-rays (PXs) and Cone Beam Computed Tomography (CBCT) are the most preferred imaging modalities in dental clinics owing to its patient convenience during imaging as well as their ability to visualize entire teeth information. PXs are preferred for routine clinical treatments and CBCTs for complex surgeries and implant treatments. However, PXs are limited by the lack of third dimensional spatial information whereas CBCTs inflict high radiation exposure to patient. When a PX is already available, it is beneficial to reconstruct the 3D oral structure from the PX to avoid further expenses and radiation dose. In this paper, we propose 3DentAI - an U-Net based deep learning framework for 3D reconstruction of oral structure from a PX image. Our framework consists of three module - a reconstruction module based on attention U-Net for estimating depth from a PX image, a realignment module for aligning the predicted flattened volume to the shape of jaw using a predefined focal trough and ray data, and lastly a refinement module based on 3D U-Net for interpolating the missing information to obtain a smooth representation of oral cavity. Synthetic PXs obtained from CBCT by ray tracing and rendering were used to train the networks without the need of paired PX and CBCT datasets. Our method, trained and tested on a diverse datasets of 600 patients, achieved superior performance to GAN-based models even with low computational complexity.