• Title/Summary/Keyword: Rendering quality

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Generation of an eye-contacted view using color and depth cameras (컬러와 깊이 카메라를 이용한 시점 일치 영상 생성 기법)

  • Hyun, Jee-Ho;Han, Jae-Young;Won, Jong-Pil;Yoo, Ji-Sang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.8
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    • pp.1642-1652
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    • 2012
  • Generally, a camera isn't located at the center of display in a tele-presence system and it causes an incorrect eye contact between speakers which reduce the realistic feeling during the conversation. To solve this incorrect eye contact problem, we newly propose an intermediate view reconstruction algorithm using both a color camera and a depth camera and applying for the depth image based rendering (DIBR) algorithm. In the proposed algorithm, an efficient hole filling method using the arithmetic mean value of neighbor pixels and an efficient boundary noise removal method by expanding the edge region of depth image are included. We show that the generated eye-contacted image has good quality through experiments.

Improved Progressive Photon Mapping Using Photon Probing (포톤 탐사법을 이용한 개선된 점진적 포톤 매핑)

  • Lee, Sang-Gil;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.3
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    • pp.41-48
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    • 2010
  • Photon mapping is a traditional global illumination method using many photons emitted from the light source for photo-realistic rendering. However, this method needs a lot of resources to perform tracing of millions of photons. Progressive photon mapping solves this problem. Typical progressive photon mapping performs ray tracing at first to find the hit points on diffuse surface of objects. Next, light source repeatedly emits a small number of photons in photon tracing pass, and power of photons in each sphere that has a fixed radius with the hit points in the center is accumulated. This method requires less resources than previous photon mapping, but it spends much time for gathering enough photons since each of photons progresses through a random direction and rendering high quality image. To improve the method, we propose photon probing that calculates variance of photons in the sphere and controls radius of sphere. In addition, we apply cone filter in radiance estimation step for reducing aliasing at the edges in result image.

Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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A Study on the Delaunay Triangulation Reconstruction using the Modified EVS (수정된 EVS를 이용한 Delaunay 삼각형 재구성에 관한 연구)

  • Kwon E.C.;Shin D.K.;Kim D.Y.
    • Journal of Biomedical Engineering Research
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    • v.21 no.3 s.61
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    • pp.225-231
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    • 2000
  • The Delaunay triangulation. which is one of the surface rendering methods. have been evaluated as a good algorithm which can solve the geometrical connection problems and make high quality images. However this method also have the problem that is the 'non-solid' connection between slices. In this paper, we proposed a new method for the Delaunay triangulation for the surface rendering from 2D medical images in the PC environment. The proposed method was designed to eliminate 'non-solid' tetrahedra. which had no correspondence to the geometric closeness, and used elimination algorithm with modified External Voronoi Skeleton path. This method enabled us to eliminate 'non-solid' tetrahedra without affecting other regions. Thus we could effectively reconstruct the complex shaped objects which were compactly connected with tetrahedra.

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Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.821-830
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    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.

Template-Based Object-Order Volume Rendering with Perspective Projection (원형기반 객체순서의 원근 투영 볼륨 렌더링)

  • Koo, Yun-Mo;Lee, Cheol-Hi;Shin, Yeong-Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.7
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    • pp.619-628
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    • 2000
  • Abstract Perspective views provide a powerful depth cue and thus aid the interpretation of complicated images. The main drawback of current perspective volume rendering is the long execution time. In this paper, we present an efficient perspective volume rendering algorithm based on coherency between rays. Two sets of templates are built for the rays cast from horizontal and vertical scanlines in the intermediate image which is parallel to one of volume faces. Each sample along a ray is calculated by interpolating neighboring voxels with the pre-computed weights in the templates. We also solve the problem of uneven sampling rate due to perspective ray divergence by building more templates for the regions far away from a viewpoint. Since our algorithm operates in object-order, it can avoid redundant access to each voxel and exploit spatial data coherency by using run-length encoded volume. Experimental results show that the use of templates and the object-order processing with run-length encoded volume provide speedups, compared to the other approaches. Additionally, the image quality of our algorithm improves by solving uneven sampling rate due to perspective ray di vergence.

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Real-Time Terrain Visualization with Hierarchical Structure (실시간 시각화를 위한 계층 구조 구축 기법 개발)

  • Park, Chan Su;Suh, Yong Cheol
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.2D
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    • pp.311-318
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    • 2009
  • Interactive terrain visualization is an important research area with applications in GIS, games, virtual reality, scientific visualization and flight simulators, besides having military use. This is a complex and challenging problem considering that some applications require precise visualizations of huge data sets at real-time rates. In general, the size of data sets makes rendering at real-time difficult since the terrain data cannot fit entirely in memory. In this paper, we suggest the effective Real-time LOD(level-of-detail) algorithm for displaying the huge terrain data and processing mass geometry. We used a hierarchy structure with $4{\times}4$ and $2{\times}2$ tiles for real-time rendering of mass volume DEM which acquired from Digital map, LiDAR, DTM and DSM. Moreover, texture mapping is performed to visualize realistically while displaying height data of normalized Giga Byte level with user oriented terrain information and creating hill shade map using height data to hierarchy tile structure of file type. Large volume of terrain data was transformed to LOD data for real time visualization. This paper show the new LOD algorithm for seamless visualization, high quality, minimize the data loss and maximize the frame speed.

Up-Sampling Method of Depth Map Using Weighted Joint Bilateral Filter (가중치 결합 양방향 필터를 이용한 깊이 지도의 업샘플링 방법)

  • Oh, Dong-ryul;Oh, Byung Tae;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.6
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    • pp.1175-1184
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    • 2015
  • A depth map is an image which contains 3D distance information. Generally, it is difficult to acquire a high resolution (HD), noise-removed, good quality depth map directly from the camera. Therefore, many researches have been focused on acquisition of the high resolution and the good quality depth map by up-sampling and pre/post image processing of the low resolution depth map. However, many researches are lack of effective up-sampling for the edge region which has huge impact on image perceptual-quality. In this paper, we propose an up-sampling method, based on joint bilateral filter, which improves up-sampling of the edge region and visual quality of synthetic images by adopting different weights for the edge parts that is sensitive to human perception characteristics. The proposed method has gains in terms of PSNR and subjective video quality compared to previous researches.

Fast Mode Decision For Depth Video Coding Based On Depth Segmentation

  • Wang, Yequn;Peng, Zongju;Jiang, Gangyi;Yu, Mei;Shao, Feng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.4
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    • pp.1128-1139
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    • 2012
  • With the development of three-dimensional display and related technologies, depth video coding becomes a new topic and attracts great attention from industries and research institutes. Because (1) the depth video is not a sequence of images for final viewing by end users but an aid for rendering, and (2) depth video is simpler than the corresponding color video, fast algorithm for depth video is necessary and possible to reduce the computational burden of the encoder. This paper proposes a fast mode decision algorithm for depth video coding based on depth segmentation. Firstly, based on depth perception, the depth video is segmented into three regions: edge, foreground and background. Then, different mode candidates are searched to decide the encoding macroblock mode. Finally, encoding time, bit rate and video quality of virtual view of the proposed algorithm are tested. Experimental results show that the proposed algorithm save encoding time ranging from 82.49% to 93.21% with negligible quality degradation of rendered virtual view image and bit rate increment.

A Study on CAD System for Shapes Segmentation & Rendering Simulation (CAD SYSTEM을 활용한 디자인 다각화 방향과 시뮬레이션 연구 - 사무용 회전의자를 사례로 한 개발 제품의 모형화 접근 -)

  • Seo Dong-Jin
    • Journal of the Korea Furniture Society
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    • v.14 no.1
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    • pp.35-45
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    • 2003
  • It has shown that the investment on the new products have a direct influence on the price of manufactured goods. This brings about a point, which has been a common problem for many Korean enterprises. That is Korean products can only its international competitiveness from the price, not quality. Our industry has shown its movement from producing cheap, low quality products to creating somewhat more advanced and higher qualify products. However the industry cannot avoid the financial burden from the investment. Just like the title of this article, for existing the 3D-MODELING, the 3D-CAD is existed first has immediate effect on the many developing processes, such as planning a product, designing, and producing. The development of the furniture design in the future will be done in the same way as this article presents. This will have a great effect on the overall productivity. (Time, cost, efficiency and etc). The simulation experiment on this article is based on the idea of development of industry, forms the immediate constituent for the prediction related to the production development, marketing and the trend. Which means, this will play an important part where companies achieve satisfaction from the marketing part and the economy.

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