• 제목/요약/키워드: Rendering quality

검색결과 247건 처리시간 0.017초

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

  • 계희원;김태영
    • 한국멀티미디어학회논문지
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    • 제9권8호
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    • pp.971-981
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    • 2006
  • 쉬어-왑 분해 렌더링은 볼륨 렌더링 방법 중 가장 빠르지만 영상의 화질이 좋지 않다는 단점이 있다. 본 연구에서는 쉬어-왑 렌더링의 빠른 속도를 유지하며 화질을 개선하는 방법을 제안한다. 화질 개선의 첫 번째 방법은 중간영상(intermediate image) 기반의 수퍼샘플링(supersampling) 기법이다. 객체 좌표와 영상 좌표간의 변환을 효율적으로 수행하여 임의 비율의 영상 확대를 빠르게 수행한다. 화질 개선의 두 번째 방법은 선-적분(pre-integrated) 렌더링을 사용하는 것이다. 기존의 선-적분 기반 쉬어-왑 렌더링은 빈-공간 도약(empty space leaping)을 하지 못하여 속도가 저하되는 문제가 있지만, 본 연구에서 제안하는 겹친 최소-최대 지도(overlapped min-max map) 자료구조를 사용하면 빈-공간 도약을 수행하여 속도 문제를 해결한다. 본 제안 방법을 통해 광선추적법(ray-tracing) 수준의 고화질 렌더링 영상을 빠른 시간에 생성할 수 있다.

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

  • 김현욱;양성현
    • 한국멀티미디어학회논문지
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    • 제21권7호
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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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    • 제30권6호
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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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    • 제12권4호
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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.

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

  • 윤남희;이하경
    • 한국의류학회지
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    • 제48권5호
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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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    • 제17권1호
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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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    • 제14권3호
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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

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

  • 김현중;최수미
    • 한국컴퓨터그래픽스학회논문지
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    • 제18권1호
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    • pp.11-21
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    • 2012
  • 포인트 기반 렌더링은 그 과정이 간단하고 유연하기 때문에 폴리곤 기반 렌더링의 대안으로 주목을 받고 있다. 하지만 기존의 포인트 기반 렌더링 방법들은 사람의 피부와 같은 반투명 물체를 사실적으로 표현하기에는 충분하지 않다. 본 논문에서는 부드럽고 반투명한 피부 외관을 생성하는데 중요한 현상인 서브서피스 스캐터링을 표현할 수 있는 포인트 기반 렌더링 프레임워크를 제안한다. 피부처럼 다층으로 이루어진 물체에서의 서브서피스 스캐터링을 정확하게 시뮬레이션 하기 위해서, 본 논문에서는 다수의 가우시안 기저함수들을 일차 결합하여 오브젝트 공간상의 스플랫에 적용하는 스플랫 기반의 확산 방법을 개발하였다. 개발된 방법으로 여러 사람의 얼굴들을 렌더링하였을 때, 기존의 포인트 기반 방법들보다 시각적인 품질에서 훨씬 향상된 결과를 보였다.

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

  • 박재영;이병일;최흥국
    • 융합신호처리학회 학술대회논문집
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    • 한국신호처리시스템학회 2000년도 추계종합학술대회논문집
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    • pp.169-172
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    • 2000
  • 직접 volume rendering 방식에서 좋은 해상도의 이미지를 얻기 위해서 계산되는 많은 trilinear interpolation은 고성능 그래픽 워크스테이션이나 특별한 목적의 하드웨어 사양을 요구하며 제한적으로 구현이 되고 있다. 따라서 본 논문에서는 PC 그래픽 하드웨어 상에서 2D-Texture를 이용하여 volume rendering을 MRI head set 영상을 적용하여 구현해 보았다. 또한 최근에 지원되는 PC 그래픽 보드의 multi-texturing성능을 이용하여 volume rendering 할 수 있는 방법을 보여준다. 이러한 OuenGL 확장 기능을 이용하여 픽셀 연산과 rendering 성능을 PC 기반에서 항상 시켜 보았다.

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

  • 조성훈;정유나;이성길
    • 정보과학회 논문지
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    • 제44권3호
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    • pp.253-260
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    • 2017
  • 컴퓨터그래픽스에서 고품질의 렌즈 플레어 생성은 대부분 오프라인 렌더링을 사용해왔다. 최근, 행렬 기반의 근사를 사용하여 실시간 응용에 적합한 고품질의 렌즈 플레어 생성이 가능해졌지만, 렌즈플레어의 선형 패턴만 지원하므로 그 품질이 저하되었다. 이에 본 연구는 비선형 렌즈 플레어 패턴을 선형 패턴의 렌즈 플레어 렌더링에 블렌딩하여 선형/비선형 패턴을 모두 포함하는 고품질의 렌즈 플레어 렌더링 방법을 소개한다. 비선형패턴은 오프라인에서 미리 렌더링하거나 사진을 찍어 룩업테이블에 저장하고, 온라인 렌더링에서는 광원의 각도에 따라 읽어오기만 하므로, 기존의 방법보다 고품질을 가지면서도 성능저하가 거의 없는 고성능 렌더링이 가능하다.