• Title/Summary/Keyword: Rendering

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A Simplified Graphics System Based on Direct Rendering Manager System

  • Baek, Nakhoon
    • Journal of information and communication convergence engineering
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    • v.16 no.2
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    • pp.125-129
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    • 2018
  • In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations. In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen shots are included.

Influence of rendering methods on yield and quality of chicken fat recovered from broiler skin

  • Lin, Liang-Kun;Tan, Fa-Jui
    • Asian-Australasian Journal of Animal Sciences
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    • v.30 no.6
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    • pp.872-877
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    • 2017
  • Objective: In order to utilize fat from broiler byproducts efficiently, it is necessary to develop an appropriate rendering procedure and establish quality information for the rendered fat. A study was therefore undertaken to evaluate the influence of rendering methods on the amounts and general properties of the fat recovered from broiler skin. Methods: The yield and quality of the broiler skin fat rendered through high and lower energy microwave rendering (3.6 W/g for 10 min and 2.4 W/g for 10 min for high power microwave rendering (HPMR) and high power microwave rendering (LPMR), respectively), oven baking (OB, at $180^{\circ}C$ for 40 min), and water cooking (WC, boiling for 40 min) were compared. Results: Microwave-rendered skin exhibited the highest yields and fat recovery rates, followed by OB, and WC fats (p<0.05). HPMR fat had the highest $L^{\star}$, $a^{\star}$, and $b^{\star}$ values, whereas WC fat had the highest moisture content, acid values, and thiobarbituric acid (TBA) values (p<0.05). There was no significant difference in the acid value, peroxide value, and TBA values between HPMR and LPMR fats. Conclusion: Microwave rendering at a power level of 3.6 W/g for 10 min is suggested base on the yield and quality of chicken fat.

A Adaptive Rendering Image Processing for Based on the Mobile (모바일을 기반으로 하는 적응적인 렌더링 영상 처리)

  • Ju, Heon-Sig;Kim, Ha-Jin
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.425-432
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    • 2003
  • This paper presents an EMR(Electronic Medical Record) chart for efficient PDA through the quad tree image rendering based on the mobile. Using the intermediate image space algorithm instead of the final one for volume rendering, we have solved the probems of th eholes coming from the point-to-point to mapping. The quad-tree based on the delta-tree efficiently represents volume expressions and results in higher compression effects. With the volume rendering, we can decrease the rendering time and get a higher quality and efficiency for PDA through image based rendering.

Accelerating Depth Image-Based Rendering Using GPU (GPU를 이용한 깊이 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.853-858
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    • 2006
  • In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation(DIBR) of 3D graphic object using graphic processing unit(GPU). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modem GPU and programmable shader support, we develop an efficient hardware-accelerating rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.

3D Game Rendering Engine Degine using Empty space BSP tree (Empty space BSP트리를 이용한 3D 게임 렌더링 엔진 설계)

  • Kim Hak-Ran;Park Hwa-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.345-352
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    • 2005
  • This paper aims to design Game Rendering Engine for real-time 3D online games. Previous, in order to raise rendering speed, BSP tree was used to partitioned space in Quake Game Engine. A game engine is required to develop for rapidly escalating of 3D online games in Korea. too. Currently rendering time is saved with the hardware accelerator which is working on the high-level computer system. On the other hand, a game engine is needed to save rendering time for users with low-level computer system. Therefore, a game rendering engine is which reduces rendering time by PVS look-up table using Empty space BSP tree designed and implemented in this paper

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A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.

Developing an Independent Rendering Tool to Control Render Layer in 3D Animation Files (3D 애니메이션 파일의 렌더링 레이어를 조절하기 위한 독립적인 렌더링 도구 개발)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.84-93
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    • 2008
  • Since 2005, the production of feature 3D animation has been growing up worldwide and technology of hardware and software has been advanced fully enough to get over the limitation of visual expression, so that rendering weight of the whole work process is getting more important. A final file in the state right before rendering increases. the data size gets bigger. Therefore, if such final file is rendered as it is, the production schedule may not be met. For, some needless time shall be spent to call and save a high-capacity file in amendment work and to execute the rendering entirely again in addition to amendment. In this study, Maya API [1]was used to study the efficient information amendment method of extracting the rendering layers' files in order to develop a tool that executes rendering by applying such method. As the result, compliance to production schedule that is important in animation production can be done through the independent rendering tool based layer rendering that can maximize the efficiency of amendment work.

Development of a Distributed File System for Multi-Cloud Rendering (멀티 클라우드 렌더링을 위한 분산 파일 시스템 개발 )

  • Hyokyung, Bahn;Kyungwoon, Cho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.77-82
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    • 2023
  • Multi-cloud rendering has been attracting attention recently as the computational load of rendering fluctuates over time and each rendering process can be performed independently. However, it is challenging in multi-cloud rendering to deliver large amounts of input data instantly with consistency constraints. In this paper, we develop a new distributed file system for multi-cloud rendering. In our file system, a local machine maintains a file server that manages versions of rendering input files, and each cloud node maintains a rendering cache manager, which performs distributed cooperative caching by considering file versions. Measurement studies with rendering workloads show that the proposed file system performs better than NFS and the uploading schemes by 745% and 56%, respectively, in terms of I/O throughput and execution time.

Volume Haptic Rendering Algorithm for Realistic Modeling (실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘)

  • Jung, Ji-Chan;Park, Joon-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

Shadow Techniques in Real-time Hatching Rendering (실시간 해칭 렌더링에서 그림자 기법)

  • Kim, Chan-Soo;Kim, Dae-Myung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.806-810
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    • 2006
  • The research of computer graphics is divided into two parts of photorealistic rendering and non-photorealistic rendering. The purpose of non-photo realistic rendering is to make image like cartoon, water-color, hatching etc. In this paper, we study for real-time hatching rendering and shadow techniques and we combine two techniques to make real-time hatching shadow. In shadow techniques we apply projected texture shadow to hatching rendering. Eventually, we introduce natural real-time hatching shadow through comparison and analysis.

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