• Title/Summary/Keyword: Rendering quality

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Computer Animation of Marine Process - Tsunami Events - (해양과정의 컴퓨터 동주화 -지진진파(쯔나미)의 경우-)

  • Choi, Byung-Ho;Lee, Ho-Jun;Fumihiko Imamura;Nobuo Shuto
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.5 no.1
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    • pp.19-24
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    • 1993
  • With the use of Supercomputer and engineering workstations, high quality computer graphic representation of the modeling of marine process is feasible. In this wort major tsunami events occurred during recent years were simulated by numerical models and the computed water levels were viewed as three-dimensional surfaces in an animated sequence. Photorealistic images are constructed by advanced rendering technique with light reflection and shadows. It has demonstrated that video animation of numerical results reproduced the behaviour of propagation of real tsunami events remarkably well.

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Concept of Constitution, Evaluative Norms and Prospect of Constitutional Theories (체질개념과 체질이론의 평가기준 설정 및 연구 전망)

  • Chi, Gyoo-Yong
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.20 no.4
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    • pp.759-765
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    • 2006
  • In order to provide the methodology of researching constitutional theories, the original meaning and the source of the term, ti(體) and zhi(質) written in and other text were reviewed, and then components of constitution(體質) and some evaluative norms and prospect on constitutional theories were proposed. Ti(體) means body or 5 tissues or patterns of them and zhi(質) means quality in , so the temporary meaning of constitution was generally same with present one. But the temperament originated from Greek and Elizabethan era is thought that it corresponds with constitution, but it means generally body type and character and mental pathologic features. The fundamental requirements of constitutional theories are needed stability, creativity, clinical efficiency and reproductiveness for differentiating with classical diagnostics over the range of disease and aging of the subject. And heredity, universality and extensiveness were recommended as additional requirements for making level up the theories through long-term follow-up, and to evaluate these requirements detail items were proposed. More of these, weight rendering should be made respectively afterwards.

Trends in Programmable Object-Based Content Production Technologies (프로그래밍 방식의 객체 기반 영상 콘텐츠 제작 기술 동향)

  • Lee, J.Y.;Kim, T.O.;Choo, H.G.;Lee, H.K.;Seok, W.H.;Kang, J.W.;Hur, N.H.;Kim, H.M.
    • Electronics and Telecommunications Trends
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    • v.37 no.4
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    • pp.70-80
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    • 2022
  • With the rapid growth in media service platforms providing broadcast programs or content services, content production has become more important and competitive. As a strategy to meet the diverse needs of global consumers for a variety of content and to retain them as long-term repeat customers, global over-the-top service providers are increasing not only the number of content productions but also their production efficiency. Moreover, a considerable amount of scene composition in the flow of content production work appears to be combined with rendering technology from a game engine and converted to object-based computer programming, thereby enhancing the creativity, diversity, quality, and efficiency of content production. This study examines the latest technology trends in content production such as virtual studio technology, which has emerged as the center of content production, the use cases in various fields of artificial intelligence, and the metadata standards for content search or scene composition. This study also examines the possibility of using object-based computer programming as one of the future candidate technologies for content production.

Rendering Quality Improvement Method based on Inverse Warping and Depth (역 변환과 뎁스 기반의 포인트 클라우드 렌더링 품질 향상 방법)

  • Lee, Heejea;Yun, Junyoung;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.85-88
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    • 2021
  • 포인트 클라우드 콘텐츠는 실제 환경 및 물체를 3 차원 위치정보를 갖는 점들과 그에 대응하는 색상 등을 획득하여 기록한 실감 콘텐츠이다. 위치와 색상 정보로만 이뤄진 3 차원 점으로 이뤄진 포인트 클라우드 콘텐츠는 확대하여 렌더링 할 경우 점과 점 사이의 간격이 벌어지면서 발생하는 구멍에 의해 콘텐츠 품질이 저하될 수 있다. 이러한 문제를 해결하기 위해 본 논문에서는 포인트 클라우드 확대 시 점들 간 간격이 벌어져 생기는 구멍에 대해 깊이정보를 활용한 역변환 기반 보간 방법을 통해 포인트 클라우드 콘텐츠 품질을 개선하는 방법을 제안한다. 벌어진 간격들 사이에서 빈 공간을 찾을 때 그 사이로 뒷면의 점들이 그려지게 되어 보간 방법을 적용하는데 방해요소로 작용한다. 이를 해결하기 위해 구멍이 발생하지 않은 시점에서 렌더링 된 영상을 사용하여 포인트 클라우드의 뒷면에 해당되는 점들을 제거한다. 다음으로 깊이 맵(depth map)을 추출한 후 추출된 깊이 값을 사용하여 뎁스 에지(depth edge)를 구하고 에지를 사용하여 깊이 불연속 부분에 대해 처리한다. 마지막으로 뎁스 값을 활용하여 이전에 찾은 구멍들의 역변환을 하여 원본의 데이터에서 픽셀을 추출한다. 제안하는 방법으로 콘텐츠를 렌더링 한 결과, 기존의 크기를 늘려 빈 영역을 채우는 방법에 비해 렌더링 품질이 평균 PSNR 측면에서 2.9 dB 향상된 결과를 보였다.

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Efficient Color Correction for 3D rendered images using Adobe camera raw (Adobe Camera Raw를 이용한 효과적인 3D 렌더 이미지 보정)

  • Yoon, Youngdoo;Choi, Eun-Young
    • Cartoon and Animation Studies
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    • s.33
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    • pp.425-447
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    • 2013
  • Due to the popularity of digital cameras, there are lots of studies based on ISP(Image Signal Process) and the image correction applications which can easily use for users are being developed. Specially AWB(Automatic White Balance) and Auto exposure are the most interesting fields in ISP function, and they are well used to increase the quality of image. Principles of camera and lighting in 3D program are made based on real camera and lighting. But the functions of automatic exposure and AWB Which are operated in real camera don't work in 3D program. The color correction of images need expertise, it is true that the functions of compositing program are more difficult than the general correction way of digital image. Specially in case of students who studies animation at the university, they make the animation with compositing and rendering without color correction. Thus this research proposed 3D image making process which make to increase the quality of animation, even though the layman can easily correct the color using functions of digital image correction.

Quantitative Measurements of 3-D Imaging with Computed Tomography using Human Skull Phantom

  • Kim, Dong-Wook;Kim, Hee-Joung;Haijo Jung;Soonil Hong;Yoo, Young-Il;Kim, Dong-Hyeon;Kim, Kee-Deog
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2002.09a
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    • pp.506-508
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    • 2002
  • As an advancement of medical imaging modalities and analyzing software with multi-function, active researches to acquire high contrast and high resolution image being done. In recently, development of medical imaging modalities like as Computed Tomography (CT) and Magnetic Resonance Imaging (MRI) is aiming to display anatomical structure more accuracy and faster. Thus, one of the important areas in CT today is the use of CT scanner for the quantitative evaluation of 3-D reconstruction images from 2-D tomographic images. In CT system, the effective slice thickness and the quality of 3-D reconstructed image will be influenced by imaging acquisition parameters (e.g. pitch and scan mode). In diagnosis and surgical planning, the accurate distance measurements of 3-D anatomical structures play an important role and the accuracy of distance measurements will depend on the acquisition parameters such as slice thickness, pitch, and scan mode. The skull phantom was scanned with SDCT for various acquisition parameters and acquisition slice thicknesses were 3 and 5 mm, and reconstruction intervals were 1, 2, and 3 mm to each pitch. 3-D visualizations and distance measurements were performed with PC based 3-D rendering and analyzing software. Results showed that the image quality and the measurement accuracy of 3-D SDCT images are independent to the reconstruction intervals and pitches.

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Dynamic Reconstruction Algorithm of 3D Volumetric Models (3D 볼류메트릭 모델의 동적 복원 알고리즘)

  • Park, Byung-Seo;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.2
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    • pp.207-215
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    • 2022
  • The latest volumetric technology's high geometrical accuracy and realism ensure a high degree of correspondence between the real object and the captured 3D model. Nevertheless, since the 3D model obtained in this way constitutes a sequence as a completely independent 3D model between frames, the consistency of the model surface structure (geometry) is not guaranteed for every frame, and the density of vertices is very high. It can be seen that the interconnection node (Edge) becomes very complicated. 3D models created using this technology are inherently different from models created in movie or video game production pipelines and are not suitable for direct use in applications such as real-time rendering, animation and simulation, and compression. In contrast, our method achieves consistency in the quality of the volumetric 3D model sequence by linking re-meshing, which ensures high consistency of the 3D model surface structure between frames and the gradual deformation and texture transfer through correspondence and matching of non-rigid surfaces. And It maintains the consistency of volumetric 3D model sequence quality and provides post-processing automation.

Message Quality, Structural Positions in Discussion Network, and Opinion Leadership: A Case Analysis of 'Free-Lunch Debate' in Online Political Discussion (메시지 품질과 토론 연결망의 구조적 위치, 그리고 여론지도력: 서울시 '무상급식 논란'의 온라인 정치토론 사례 분석)

  • Kim, Kyung-Mo;Song, Hyun-Jin
    • Korean journal of communication and information
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    • v.56
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    • pp.194-218
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    • 2011
  • Focusing on the individuals' structural positions and roles in the internet discussion network, this research explores whether and how the opinion leaders' network characteristics are associated with the message quality and interpersonal influence in terms of attention-drawing and response-generation, which prior studies often failed to fully explicate. Findings suggest that discussion participants with high message quality occupy more central positions in the discussion network, thus enjoy more attention and responses of other following participants. However, opinion leader's network centralities, which tap the structural positions and unique roles in the online discussion network, systematically mediate the effect of the message quality on interpersonal influence. Moreover, significant interaction between opinion perception and network centrality was found only on the majority opinion group, rendering the entire discussion structure toward more enclaved deliberation and group polarization. Taken together, the results imply that the influence of the online opinion leader can only be substantiated with participant's central positions in the discussion network, which has been ignored by the prior opinion leadership research.

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A Depth-based Disocclusion Filling Method for Virtual Viewpoint Image Synthesis (가상 시점 영상 합성을 위한 깊이 기반 가려짐 영역 메움법)

  • Ahn, Il-Koo;Kim, Chang-Ick
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.48-60
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    • 2011
  • Nowadays, the 3D community is actively researching on 3D imaging and free-viewpoint video (FVV). The free-viewpoint rendering in multi-view video, virtually move through the scenes in order to create different viewpoints, has become a popular topic in 3D research that can lead to various applications. However, there are restrictions of cost-effectiveness and occupying large bandwidth in video transmission. An alternative to solve this problem is to generate virtual views using a single texture image and a corresponding depth image. A critical issue on generating virtual views is that the regions occluded by the foreground (FG) objects in the original views may become visible in the synthesized views. Filling this disocclusions (holes) in a visually plausible manner determines the quality of synthesis results. In this paper, a new approach for handling disocclusions using depth based inpainting algorithm in synthesized views is presented. Patch based non-parametric texture synthesis which shows excellent performance has two critical elements: determining where to fill first and determining what patch to be copied. In this work, a noise-robust filling priority using the structure tensor of Hessian matrix is proposed. Moreover, a patch matching algorithm excluding foreground region using depth map and considering epipolar line is proposed. Superiority of the proposed method over the existing methods is proved by comparing the experimental results.

Extending the OMA DRM Framework for Supporting an Active Content (능동형 콘텐츠 지원을 위한 OMA DRM 프레임워크의 확장)

  • Kim, Hoo-Jong;Jung, Eun-Su;Lim, Jae-Bong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.16 no.5
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    • pp.93-106
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    • 2006
  • With the rapid growth of the wireless Internet communication, a new generation of mobile devices have made possible the broad distribution of mobile digital contents, such as image, music, video, games and applications over the wireless Internet. Mobile devices are rapidly becoming the major means to extend communication channels without copy Protection, usage rule controlling and authentication. As a result, mobile digital contents may be illegally altered, copied and distributed among unauthorized mobile devices. In this paper, we take a look at Open Mobile Alliance (OMA) DRM v2.0 in general, its purpose and function. The OMA is uniquely the focal point for development of an open standard for mobile DRM. Next we introduces features for an active content and illustrates the difference between an active content and an inactive content. Enabling fast rendering of an active content, we propose an OMA-based DRM framework. This framework include the following: 1) Extending DCF Header for supporting an selective encryption, 2) Content encryption key management, 3) Rendering API for an active content. Experimental results show that the proposed framework is able to render an active content fast enough to satisfy Quality of Experience. %is framework has been proposed for a mobile device environment, but it is also applicable to other devices, such as portable media players, set-top boxes, or personal computer.