• Title/Summary/Keyword: Rendering

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Photon Mapping-Based Rendering Technique for Smoke Particles (연기 파티클에 대한 포톤 매핑 기반의 렌더링 기법)

  • Song, Ki-Dong;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.7-18
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    • 2008
  • To realistically produce fluids such as smoke for the visual effects in the films or animations, we need two main processes: a physics-based modeling of smoke and a rendering of smoke simulation data, based on light transport theory. In the computer graphics community, the physics-based fluids simulation is generally adopted for smoke modeling. Recently, the interest of the particle-based Lagrangian simulation methods is increasing due to the advantages at simulation time, instead of the grid-based Eulerian simulation methods which was widely used. As a result, because the smoke rendering technique depends heavily on the modeling method, the research for rendering of the particle-based smoke data still remains challenging while the research for rendering of the grid-based smoke data is actively in progress. This paper focuses on realistic rendering technique for the smoke particles produced by Lagrangian simulation method. This paper introduces a technique which is called particle map, that is the expansion and modification of photon mapping technique for the particle data. And then, this paper suggests the novel particle map technique and shows the differences and improvements, compared to previous work. In addition, this paper presents irradiance map technique which is the pre-calculation of the multiple scattering term in the volume rendering equation to enhance efficiency at rendering time.

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Replacing Fractional Arithmetic by Integer Arithmetic on Rendering Graphics Primitives (정수 연산에 의한 그래픽스 프리미티브 랜더링 방법)

  • Wee, Young-Cheul;Kimn, Ha-Jine
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.3
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    • pp.1-7
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    • 2000
  • The number of pixels being processed in a raster graphics system often exceeds 1 million per frame. Replacing fractional arithmetic by integer arithmetic on rendering graphics primitives will therefore significantly improve the rendering performance. A scaling method that replaces fractional arithmetic by integer arithmetic on rendering graphics primitives is introduced. This method is applied to the filtered edge drawing and Gouraud shading. This method will also be applicable to some of other incremental algorithms for rendering graphics primitives. Because the scaling method requires only simple modifications upon the known algorithms that already have been implemented in ASIC (Application Specific Integrated Circuit), our algorithms can easily be implemented in ASIC. Our method will be useful especially for the low-price systems (e.g., home game machines, personal computers, etc.).

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Efficient Shear-warp Volume Rendering using Spacial Locality of Memory Access (메모리 참조 공간 연관성을 이용한 효율적인 쉬어-왑 분해 볼륨렌더링)

  • 계희원;신영길
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.3_4
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    • pp.187-194
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    • 2004
  • Shear-Warp volume rendering has many advantages such as good image Quality and fast rendering speed. However in the interactive classification environment it has low efficiency of memory access since preprocessed classification is unavailable. In this paper we present an algorithm using the spacial locality of memory access in the interactive classification environment. We propose an extension model appending a rotation matrix to the factorization of viewing transformation, it thus performs a scanline-based rendering in the object and image space. We also show causes and solutions of three problems of the proposed algorithm such as inaccurate front-to-back composition, existence of hole, increasing computational cost. This model is efficient due to the spacial locality of memory access.

Six-degree-of-freedom Haptic Rendering using Translational and Generalized Penetration Depth Computation (선형 및 일반형 침투깊이를 이용한 6자유도 햅틱 렌더링 알고리즘)

  • Li, Yi;Lee, Youngeun;Kim, Young J.
    • The Journal of Korea Robotics Society
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    • v.8 no.3
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    • pp.173-178
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    • 2013
  • We present six-degree-of-freedom (6DoF) haptic rendering algorithms using translational ($PD_t$) and generalized penetration depth ($PD_g$). Our rendering algorithm can handle any type of object/object haptic interaction using penalty-based response and makes no assumption about the underlying geometry and topology. Moreover, our rendering algorithm can effectively deal with multiple contacts. Our penetration depth algorithms for $PD_t$ and $PD_g$ are based on a contact-space projection technique combined with iterative, local optimization on the contact-space. We circumvent the local minima problem, imposed by the local optimization, using motion coherence present in the haptic simulation. Our experimental results show that our methods can produce high-fidelity force feedback for general polygonal models consisting of tens of thousands of triangles at near-haptic rates, and are successfully integrated into an off-the-shelf 6DoF haptic device. We also discuss the benefits of using different formulations of penetration depth in the context of 6DoF haptics.

A Study for properties of Renderers to 3D Rendering education (3D 렌더링 교육을 위한 렌더러 특성 연구 (Arnold, V-ray, Octane, Redshift를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.293-295
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    • 2018
  • The final stage of the 3D work is rendering. After all, all 3D works are looking at via this rendered result, so the importance of the Rendering cannot be overstated. Because this is the final stage of 3D work, it requires a lot of theoretical and functional training in rendering control. However, However, it is difficult to invest as much time in college education in a limited period. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of Renderer (MARI, QUIXEL, Substace designer), and showed the result of analyses about the fact that educating which of the above 4 Renderers are helpful and beneficial for the students for the efficient education in the university where should teach much in the limited time.

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Quadtree-based Terrain Visualization Using Vertex Multiplication (정점증식을 이용한 사진트리 기반 지형 시각화 기법)

  • Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.27-33
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    • 2009
  • In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level-of-detail selection and view frustum culling. However, most applications using quadtrees are performed by the CPU, since the hierarchical data structure cannot be manipulated in a programmable rendering pipeline. For this reason, quadtree-based methods show lower performance and higher dependancy of CPU in comparison to GPU-based methods. We present a quadtree-based terrain-rendering method for GPU execution that uses vertex multiplication. It offers higher performance than previous CPU-based quadtree methods, without loss of image quality.

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High-quality Realtime Rendering of Metallic Surface with Microfacet Distribution Function Deformation (미세면 분포 함수 변형을 통한 고품질 실시간 금속 렌더링)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.169-178
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    • 2010
  • An effective method to render realistic metallic surface in realtime application is proposed. The proposed method perturbs the normal vectors on the metallic surface to represent small scratches. In general, bump map or normal map method is used to gnerate normal vector perturbation. However, those methods do not show plausible light scattering when applied to anisotropic reflection surface. In order to express metallic surface reflectance, MDF-based BRDF is generally employed. Therefore, the simple normal perturbation does not produce satisfactory metal rendering results. The proposed method employs not only normal perturbation but also deformation of the microfacet distribution function(MDF) that determines the reflectance properties on the surface. The MDF deformation increases the realism of metal rendering. The proposed method can be easily implemented with GPU programs, and works well in realtime environments.

An Efficient Visualization Method for Interactive Volume Rendering (대화식 볼륨 렌더링을 지원하는 효율적인 가시화 방법)

  • Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.1
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    • pp.1-11
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    • 2002
  • In order to widely use volume rendering technology in practical fields, a user should be able to control the classification parameter interactively and extract a meaningful information easily from the 3D data as fast as it can be. Previous work on an accelerating volume rendering reconstructs an isotropic volume from an anisotropic one and classifies in pre-processing time and then renders the classified volume rapidly in run time. But, this traditional step may result in long pre-processing time and no real-time feedback. In this paper, we present an efficient classification and rendering method that allows a user to set the opacity transfer function interactively at rendering time on a personal computer without special-purpose hardware.

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Extended Adaptively Sampled Distance Fields Method for Rendering Implicit Surfaces with Sharp Features (음함수 곡면의 날카로운 형상 가시화를 위한 확장 Adaptively Sampled Distance Fields 방법)

  • Cha J.H.;Lee K.Y.;Kim T.W.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.1
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    • pp.27-39
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    • 2005
  • Implicit surfaces are geometric shapes which are defined by implicit functions and exist in three-dimensional space. Recently, implicit surfaces have received much attention in solid modeling applications because they are easy to represent the location of points and to use boolean operations. However, it is difficult to chart points on implicit surfaces for rendering. As efficient rendering method of implicit surfaces, the original Adaptively Sampled Distance Fields (ADFs) $method^{[1]}$ is to use sampled distance fields which subdivide the three dimensional space of implicit surfaces into many cells with high sampling rates in regions where the distance field contains fine detail and low sampling rates where the field varies smoothly. In this paper, in order to maintain the sharp features efficiently with small number of cells, an extended ADFs method is proposed, applying the Dual/Primal mesh optimization $method^{[2]}$ to the original ADFs method. The Dual/Primal mesh optimization method maintains sharp features, moving the vertices to tangent plane of implicit surfaces and reconstructing the vertices by applying a curvature-weighted factor. The proposed extended ADFs method is applied to several examples of implicit surfaces to evaluate the efficiency of the rendering performance.