• Title/Summary/Keyword: Rendering elements

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Realistic Soap Bubble Appearance using Background Scene and Kelvin Temperature Matching

  • Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.265-270
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    • 2021
  • VR and AR contents provide a rich user experience [1]. Realistic content with human computer interaction and immersion provides an improved user experience, but there is a limit to producing all elements realistically. In this study, we propose a method to advance the rendering of immersive content using background color information [2]. First, the elements necessary for Kelvin temperature rendering are derived from the color and background as context elements, and the rendering effect has been realized in the soap bubble. For soap bubbles Kelvin temperature rendering, the average color of the background is extracted and the color with the highest similarity is applied by comparing the main color and Kelvin temperature.

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.

Pottery Modeling Using Circular Sector Element Method (부채꼴 요소법을 이용한 3 차원 도자기 모델링)

  • Lee, Jae-Bong;Han, Gab-Jong;Choi, Seung-Moon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.78-84
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    • 2008
  • This paper presents a fast modeling technique of virtual pottery using force feedback based on a circular sector element method. Previous techniques for simulating deformable objects such as finite element method (FEM) are limited in real-time haptic rendering due to their complexity and expensive computational cost. In our model, circular sector elements which fully represent features of pottery's shape are closely gathered and piled together. This allows efficient deformable object modeling through a decrease in the number of elements and reducing computational cost.

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A Bump Mapping Method Using Camera Lens (카메라 렌즈를 이용한 범프 맵핑)

  • Koh, Wook
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.9-15
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    • 1997
  • Most rendering research has concentrated on two sub-problems: modeling the reflection of light sources, and calculating the direct and indirect illumination from light sources and other surfaces. As Kolb wrote in [1], the camera and lens model is an important key component of a rendering system. In this paper we describe a bump-mapping method using camera lens. It allows another level of control in rendering. We developed an efficient framework to develop customized bump mapping lens and combine with other sequence of lens elements to create various effects as shown in Figure 2,3,4,5.

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Study on Compositing Editing of 360˚ VR Actual Video and 3D Computer Graphic Video (360˚ VR 실사 영상과 3D Computer Graphic 영상 합성 편집에 관한 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.255-260
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    • 2019
  • This study is about an efficient synthesis of $360^{\circ}$ video and 3D graphics. First, the video image filmed by a binocular integral type $360^{\circ}$ camera was stitched, and location values of the camera and objects were extracted. And the data of extracted location values were moved to the 3D program to create 3D objects, and the methods for natural compositing was researched. As a result, as the method for natural compositing of $360^{\circ}$ video image and 3D graphics, rendering factors and rendering method were derived. First, as for rendering factors, there were 3D objects' location and quality of material, lighting and shadow. Second, as for rendering method, actual video based rendering method's necessity was found. Providing the method for natural compositing of $360^{\circ}$ video image and 3D graphics through this study process and results is expected to be helpful for research and production of $360^{\circ}$ video image and VR video contents.

Reconfigurable Architecture Design for H.264 Motion Estimation and 3D Graphics Rendering of Mobile Applications (이동통신 단말기를 위한 재구성 가능한 구조의 H.264 인코더의 움직임 추정기와 3차원 그래픽 렌더링 가속기 설계)

  • Park, Jung-Ae;Yoon, Mi-Sun;Shin, Hyun-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.1
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    • pp.10-18
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    • 2007
  • Mobile communication devices such as PDAs, cellular phones, etc., need to perform several kinds of computation-intensive functions including H.264 encoding/decoding and 3D graphics processing. In this paper, new reconfigurable architecture is described, which can perform either motion estimation for H.264 or rendering for 3D graphics. The proposed motion estimation techniques use new efficient SAD computation ordering, DAU, and FDVS algorithms. The new approach can reduce the computation by 70% on the average than that of JM 8.2, without affecting the quality. In 3D rendering, midline traversal algorithm is used for parallel processing to increase throughput. Memories are partitioned into 8 blocks so that 2.4Mbits (47%) of memory is shared and selective power shutdown is possible during motion estimation and 3D graphics rendering. Processing elements are also shared to further reduce the chip area by 7%.

A Haptic Pottery Modeling System Using GPU-Based Circular Sector Element Method (GPU 기반의 부채꼴 요소법을 이용한 햅틱 도자기 모델링 시스템)

  • Lee, Jae-Bong;Han, Gab-Jong;Choi, Seung-Moon
    • Journal of KIISE:Software and Applications
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    • v.37 no.8
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    • pp.611-619
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    • 2010
  • This paper presents an efficient modeling system of virtual pottery in which the user can deform a body of virtual clay with a haptic tool for E-learning. We propose a Circular Sector Element Method (CSEM) which represents the virtual pottery with a set of circular sector elements based on the cylindrical symmetry of pottery. Efficient algorithms for collision detection and response, interactions between adjacent elements, and GPU-based visual-haptic synchronization are designed and implemented for the CSEM. Empirical evaluation showed that the modeling system is computationally efficient with finer details and provides convincing model deformation and force feedback. The developed system, if combined with educational contents, is expected to be used as an effective E-learning platform for elementary school students.

Real-Time Shadow Generation Using Image-Based Rendering Technique (영상기반 렌더링 기법을 이용한 실시간 그림자 생성)

  • Lee, Jung-Yeon;Im, In-Seong
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.27-35
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    • 2001
  • Shadows are important elements in producing a realistic image. In rendering. generation of the exact shape and position of shadow is crucial in providing the user with visual cues on the scene. While the shadow map technique quickly generates a shadow for the scene wherein objects and light sources are fixed. it gets slow down as they start to move. In this paper. we apply an image-based rendering technique to generate shadows in real-time using graphics hardware. Due to the heavy requirement of storage for a shadow map repository. we use a wavelet-based compression scheme for effective compression. Our method will be efficiently used in generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

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Pre-construction Simulation of Precast Bridge Piers and Quality Management using Augmented Reality (증강현실 기반의 프리캐스트 교각의 사전시공 시뮬레이션 및 시공성 정밀도 관리방안)

  • Park, Seong-Jun;Dang, Ngoc-Son;Yoon, Do-Sun;Lon, Sokanya;Shim, Chang-Su
    • Journal of KIBIM
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    • v.8 no.1
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    • pp.15-23
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    • 2018
  • Geometry control of precast members is the most important technology for modular construction. In this paper, image-based modeling and rendering (IBMR) technology was adopted for 3D modeling of precast elements. It is necessary to use match-casting method for precast post-tensioned column assembly. Preassembly using 3D models created by image processing can minimize construction error. Augmented reality devices are used to check the geometry of the segment. Laboratory-scale tests were performed. The proposed process has been applied to the real precast bridge pier segments.

Multi-gigabyte Multimedia Collections Using Qis Visualization Spreadsheet

  • 지승현
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.207-214
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    • 2004
  • The Qis visualizational spreadsheet environment is shown to be extremely effective in supporting the visualization of multi-gigabyte multi-dimensional data sets. The Qis has a novel framestack that is the 3-D arrangement of spreadsheet elements. It enables the visualization spreadsheet to effectively manage, rapidly organize, and compactly encapsulate multi-dimensional data sets for visualization. Using several experiments with scientific users, the Qis has been demonstrated to be a highly interactive visual browsing tool for the analysis o( multidimensional data, displaying 2-D 3-D graphics, and rendering in each frame of the spreadsheet.

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