• Title/Summary/Keyword: Rendering quality

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High-quality Shear-warp Volume Rendering Using Efficient Supersampling and Pre-integration Technique (효율적인 수퍼샘플링과 선-적분을 이용한 고화질 쉬어-왑 분해 볼륨 렌더링)

  • Kye, Hee-Won;Kim, Tae-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.8
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    • pp.971-981
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    • 2006
  • As shear-warp volume rendering is the fastest rendering method among the software based approaches, image quality is not good as that of other high-quality rendering methods. In this paper, we propose two methods to improve the image quality of shear-warp volume rendering without sacrificing computational efficiency. First, supersampling is performed in intermediate image space. We propose an efficient method to transform between volume and image coordinates at the arbitrary ratio. Second, we utilize pre-integrated rendering technique for shear-warp rendering. We propose new data structure called overlapped min-max map. Using this structure, empty space leaping can be performed so that we can maintain the rendering speed even though pre-integrated rendering is applied. Consequently, shear-warp rendering can generate high-qualify images comparable to those generated by the ray-casting without degrading speed.

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Implementation of 360 VR Tiled Video Player with Eye Tacking based Foveated Rendering (시점 추적 기반 Foveated Rendering을 지원하는 360 VR Tiled Video Player 구현)

  • Kim, Hyun Wook;Yang, Sung Hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.795-801
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    • 2018
  • In these days, various technologies to provide a service of high quality of 360 VR media contents is being studied and developed. However, rendering high-quality of media images is very difficult with the limited resources of HMD (Head Mount Display). In this paper, we designed and implemented a 360 VR Player for high quality 360 tiled video image render to HMD. Furthermore, we developed multi-resolution-based Foveated Rendering technology. By conducting several experiments, We have confirmed that it improved the performance of video rendering far more than existing tiled video rendering technology.

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 Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

Exploring Media Richness in the Metaverse Shopping Platform -The Role of Rendering Quality and Avatar Realism- (메타버스 쇼핑 플랫폼의 미디어 풍부성 -렌더링 품질과 아바타 현실감의 역할-)

  • Namhee Yoon;Ha Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.5
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    • pp.1024-1038
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    • 2024
  • The "metaverse" refers to a three-dimensional virtual realm that provides immersive experiences to users through their avatars. In a metaverse, consumers can interact with other users and engage in real-life activities using their avatars. These avatars are visual depictions of the user with realistic or unrealistic animated features. This study investigates how the rendering quality of virtual stores in a metaverse, serially mediated by embodied presence and enjoyment, can increase the use intention of metaverse shopping platforms. Additionally, this study explores how avatar realism moderates relations between the rendering quality and embodied presence. An experimental study was conducted using a between-subjects design to investigate the effect of metaverse media richness through avatar realism (realistic vs. unrealistic). Participants were randomly allocated to view a stimulus, and a total of 205 valid responses were analyzed using AMOS 23.0 and SPSS Process Macro 4.0. The results suggest that the rendering quality has a greater impact on embodied presence, particularly when consumers experience environments featuring realistic avatars. In conclusion, high rendering quality and realistic avatars within the metaverse space enable consumers to experience greater enjoyment and more actively engage with metaverse shopping platforms.

Source of the Variation in Meat and Bone Meal Nutritional Quality

  • Hendriks, W.H.;Cottam, Y.H.;Morel, P.C.H.;Thomas, D.V.
    • Asian-Australasian Journal of Animal Sciences
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    • v.17 no.1
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    • pp.94-101
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    • 2004
  • The gross composition, gross amino acid content, apparent ileal amino acid digestibility and apparent ileal digestible amino acid content from 64 commercially produced meat and bone meals were statistically analysed. The samples were produced by 22 plants over a 2.5 year period with eight plants using batch dry rendering and 14 plants using low temperature rendering. A linear model with method and time of year (period) as fixed effects, plant within method as a random effect and sheep percent as a covariate was fitted to the composition data. The majority of the variation in the gross composition, amino acid digestibility and digestible amino acid content was explained by differences between plants using the same method. Neither rendering season nor origin of the raw materials contributed significantly to the observed variation in meat and bone meal protein quality. Rendering method (low temperature or batch rendering) had a significant effect on the variation observed in gross fat content, gross energy content, pepsin nitrogen digestibility, protein solubility and total lanthionine content. The digestibility of a number of amino acids and the apparent digestible content of arginine, cysteine, aspartic acid, proline and hydroxyproline were also significantly affected by rendering method. On average, batch dry and low temperature rendering systems produce meat and bone meals of similar nutritional quality. The variation between plant and within plant, however, is large, indicating that purchasing meat and bone meal from the same plant does not guarantee a consistent quality.

Performance Analysis of Cloud Rendering Based on Web Real-Time Communication

  • Lim, Gyubeom;Hong, Sukjun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.276-284
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    • 2022
  • In this paper, we implemented cloud rendering using WebRTC for high-quality AR and VR services. Cloud rendering is an applied technology of cloud computing. It efficiently handles the rendering of large volumes of 3D content. The conventional VR and AR service is a method of downloading 3D content. The download time is delayed as the 3D content capacity increases. Cloud rendering is a streaming method according to the user's point of view. Therefore, stable service is possible regardless of the 3D content capacity. In this paper, we implemented cloud rendering using WebRTC and analyzed its performance. We compared latency of 100MB, 300MB, and 500MB 3D AR content in 100Mbps and 300Mbps internet environments. As a result of the analysis, cloud rendering showed stable latency regardless of data volume. On the other hand, the conventional method showed an increase in latency as the data volume increased. The results of this paper quantitatively evaluate the stability of cloud rendering. This is expected to contribute to high-quality VR and AR services

Subsurface Scattering for Realistic Point-based Rendering (사실적인 포인트 기반 렌더링을 위한 서브서피스 스캐터링 방법)

  • Kim, Hyeon-Joong;Choi, Soo-Mi
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.11-21
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    • 2012
  • Point-based rendering has gained much attention as an alternative to polygon-based rendering because of its simplicity and flexibility. However, current point-based rendering techniques do not provide a sufficient rendering quality for translucent materials such as human skin. In this paper, we propose a point-based rendering framework with subsurface scattering of light, which is important to create the soft and semi-translucent appearance of human skin. To accurately simulate subsurface scattering in multi-layer materials, we present splat-based diffusion to apply a linear combination of several Gaussian basis functions to each splat in object space. Compared to existing point-based approaches, our method offers a significantly improved visual quality in rendering human faces.

Volume Rendering Using Multi-Textures (Multi-Textures를 이용한 Volume Rendering)

  • 박재영;이병일;최흥국
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2000.12a
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    • pp.169-172
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    • 2000
  • Direct volume rendering has yet been restricted to high-end graphic workstations and special-purpose hardware, due to the large amount of trilinear interpolation, that are necessary to obtain high image quality. In this paper, we implemented the volume rendering techniques using the 2D-texture at the environment of standard PC hardware. In addition, we show how multi-texturing capabilities of modern PC graphics board are enable to volume rendering. Besides using extended OpenGL function, we improved pixel operations and rendering capacity.

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Real-Time Nonlinear Lens-Flare Rendering Method Based on Look-Up Table (룩업테이블 기반 실시간 비선형 렌즈플레어 렌더링 방법)

  • Jo, Sunghun;Jeong, Yuna;Lee, Sungkil
    • Journal of KIISE
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    • v.44 no.3
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    • pp.253-260
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    • 2017
  • In computer graphics, high-quality lens flares have been generated using costly offline rendering. A recent matrix-based approximation has enabled generation of high-quality lens flares suitable for real-time applications, but its quality degrades due to the lack of nonlinear patterns of lens flares. This paper introduces a method for high-quality lens-flare rendering, which includes blending of both nonlinear as well as linear patterns. The nonlinear patterns are pre-rendered or photo-graphically captured offline and stored in a look-up table. The online stage reads only the pattern by looking up the table using a light angle, hence making its performance drop negligible while greatly improving the quality.