• Title/Summary/Keyword: Rendering quality

Search Result 247, Processing Time 0.03 seconds

Acceleration of Terrain Rendering Using Bounding Box Subdivision (바운딩 박스 세분화를 통한 지형 렌더링의 가속화)

  • Lee, Eun-Seok;Lee, Jin-Hee;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.71-80
    • /
    • 2011
  • Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.

Lossless Compression and Rendering of Multiple Layer Displacement Map (다층 변위 맵의 비손실 압축과 렌더링)

  • Chun, Young-Jae;Kim, Hae-Dong;Cho, Sung-Hyun
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.171-178
    • /
    • 2009
  • Multiple layer displacement mapping methods are able to represent more complex and general geometries which cannot be presented by single layer displacement mapping methods, and provide a realistic scene to digital contents such as 3D games and movies with relatively low costs. However, as we use more layers for details, data space is wasted more because lower layers have less displacement data than higher layers. In this paper, we suggest a lossless compression and rendering method of a multiple layer displacement map. Since we compress the map without data loss, the proposed method provides the same quality as the rendering result that uses an original multiple layer displacement map.

  • PDF

A Design and Implementation of Volume Rendering Program based on 3D Sampling (3차원 샘플링에 기만을 둔 볼륨랜더링 프로그램의 설계 및 구현)

  • 박재영;이병일;최흥국
    • Journal of Korea Multimedia Society
    • /
    • v.5 no.5
    • /
    • pp.494-504
    • /
    • 2002
  • Volume rendering is a method of displaying volumetric data as a sequence two-dimensional image. Because this algorithm has an advantage of visualizing structures within objects, it has recently been used to analyze medical images i.e, MRI, PET, and SPECT. In this paper. we suggested a method for creating images easily from sampled volumetric data and applied the interpolation method to medical images. Additionally, we implemented and applied two kinds of interpolation methods to improve the image quality, linear interpolation and cubic interpolation at the sampling stage. Subsequently, we compared the results of volume rendered data using a transfer function. We anticipate a significant contribution to diagnosis through image reconstruction using a volumetric data set, because volume rendering techniques of medical images are the result of 3-dimensional data.

  • PDF

Selective Volume Rendering Using Global Shape Information (전역적 형태정보를 이용한 선택적 볼륨렌더링)

  • Hong, Helen;Kim, Myoung-Hee
    • The Transactions of the Korea Information Processing Society
    • /
    • v.7 no.10
    • /
    • pp.3280-3289
    • /
    • 2000
  • In this paper,we propose a novel technoque of improving volume rendering quality and speed by integrating volume data and global shape information together. The selective volume rendering method is to generate distance transformed volume using a distance transform to determine the minimum distance to the neaest intercsting part and then render it. The shape information prevents from object occlusions come from similar intensity of each object. Thus it provides effective visual results that enable to get a clear understanding of complex structures. We show the results of selective volume rendering method for left ventricle and right ventricle ans well as the results of selective sampling methods depending on the interpolation from EBCT cardiac images. Our method offers an accelerated technique to accurately visuahze the surfaces of devined objects segmented from the volume.

  • PDF

High quality volume visualization using B-spline interpolation (B 스플라인 보간을 이용한 고화질 볼륨 가시화)

  • Shin, Yongha;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.3
    • /
    • pp.1-9
    • /
    • 2016
  • Linear interpolation is a basic sampling method for volume visualization. This method generates good images but sometimes it is inferior to our high expectation because it is encouraged to produce high quality images in the medical applications. In this paper, B spline based tri-cubic interpolation is used for the re-sampling step. The conventional B spline is an approximation method which does not cross control points so that we moved the control points and the curve crosses the original control points. In the rendering step, the empty space leaping is applicable to increase rendering speed. We have to calculate the maximum and minimum values for each block to detect empty space. The convex hull property of B spline enables the values of control points to be used as the maximum and minimum values. As a result, tri-cubic interpolated volume rendering is possible in interactive speed.

Real-time Volume Rendering using Point-Primitive (포인트 프리미티브를 이용한 실시간 볼륨 렌더링 기법)

  • Kang, Dong-Soo;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.10
    • /
    • pp.1229-1237
    • /
    • 2011
  • The volume ray-casting method is one of the direct volume rendering methods that produces high-quality images as well as manipulates semi-transparent object. Although the volume ray-casting method produces high-quality image by sampling in the region of interest, its rendering speed is slow since the color acquisition process is complicated for repetitive memory reference and accumulation of sample values. Recently, the GPU-based acceleration techniques are introduced. However, they require pre-processing or additional memory. In this paper, we propose efficient point-primitive based method to overcome complicated computation of GPU ray-casting. It presents semi-transparent objects, however it does not require preprocessing and additional memory. Our method is fast since it generates point-primitives from volume dataset during sampling process and it projects the primitives onto the image plane. Also, our method can easily cope with OTF change because we can add or delete point-primitive in real-time.

Parallel Rendering of High Quality Animation based on a Dynamic Workload Allocation Scheme (작업영역의 동적 할당을 통한 고화질 애니메이션의 병렬 렌더링)

  • Rhee, Yun-Seok
    • Journal of the Korea Society of Computer and Information
    • /
    • v.13 no.1
    • /
    • pp.109-116
    • /
    • 2008
  • Even though many studies on parallel rendering based on PC clusters have been done. most of those did not cope with non-uniform scenes, where locations of 3D models are biased. In this work. we have built a PC cluster system with POV-Ray, a free rendering software on the public domain, and developed an adaptive load balancing scheme to optimize the parallel efficiency Especially, we noticed that a frame of 3D animation are closely coherent with adjacent frames. and thus we could estimate distribution of computation amount, based on the computation time of previous frame. The experimental results with 2 real animation data show that the proposed scheme reduces by 40% of execution time compared to the simple static partitioning scheme.

  • PDF

Implementation of Neural Network Accelerator for Rendering Noise Reduction on OpenCL (OpenCL을 이용한 랜더링 노이즈 제거를 위한 뉴럴 네트워크 가속기 구현)

  • Nam, Kihun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.4 no.4
    • /
    • pp.373-377
    • /
    • 2018
  • In this paper, we propose an implementation of a neural network accelerator for reducing the rendering noise using OpenCL. Among the rendering algorithms, we selects a ray tracing to assure a high quality graphics. Ray tracing rendering uses ray to render, less use of the ray will result in noise. Ray used more will produce a higher quality image but will take operation time longer. To reduce operation time whiles using fewer rays, Learning Base Filtering algorithm using neural network was applied. it's not always produce optimize result. In this paper, a new approach to Matrix Multiplication that is based on General Matrix Multiplication for improved performance. The development environment, we used specialized in high speed parallel processing of OpenCL. The proposed architecture was verified using Kintex UltraScale XKU6909T-2FDFG1157C FPGA board. The time it takes to calculate the parameters is about 1.12 times fast than that of Verilog-HDL structure.

VIRTUAL VIEW RENDERING USING MULTIPLE STEREO IMAGES

  • Ham, Bum-Sub;Min, Dong-Bo;Sohn, Kwang-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.233-237
    • /
    • 2009
  • This paper represents a new approach which addresses quality degradation of a synthesized view, when a virtual camera moves forward. Generally, interpolation technique using only two neighboring views is used when a virtual view is synthesized. Because a size of the object increases when the virtual camera moves forward, most methods solved this by interpolation in order to synthesize a virtual view. However, as it generates a degraded view such as blurred images, we prevent a synthesized view from being blurred by using more cameras in multiview camera configuration. That is, we solve this by applying super-resolution concept which reconstructs a high resolution image from several low resolution images. Therefore, data fusion is executed by geometric warping using a disparity of the multiple images followed by deblur operation. Experimental results show that the image quality can further be improved by reducing blur in comparison with interpolation method.

  • PDF

A Study on Depth Map Quantization for Multiview Image Generation (다시점 입체 영상 생성을 위한 깊이 지도 양자화 방법 연구)

  • Choi, Ji-Young;Chun, Su-Min;Cho, Yongjoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.10a
    • /
    • pp.635-636
    • /
    • 2013
  • In this research, a method that quantize the depth information to improve the quality of the intermediate view images when DIBR (Depth Image Based Rendering) is used. This paper specially describes the uniform quantization that divides the depth information equally and non-uniform quantization that allocates more depth information in certain areas to improve the quality of the area.

  • PDF