• Title/Summary/Keyword: View Frustum

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A View-Frustum Culling Technique Using OpenGL for Large Polygon Models (OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법)

  • Cho, Doo-Yeoun;Jung, Sung-Jun;Lee, Kyu-Yeul;Kim, Tae-Wan;Choi, Hang-Soon;Seong, Woo-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.55-60
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    • 2001
  • With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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Development of the Location Mapping Content Services Platform (로케이션 매핑 영상 콘텐츠 서비스 플랫폼 개발)

  • Lee, Seong-Ho;Chang, Yoon-Seop;Ryu, Keun Ho
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1555-1564
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    • 2018
  • In recent years, In recent years, research on geo-tagged image contents has defined a view frustum based on filming location and direction data and has studied indexes and various query search techniques for efficient search. The existing view frustum model has a limit of using the static visible distance and provides a simple service that displays the huge image contents on the digital map. We show a method to acquire filming location and attitude data and propose a view frustum model that can change the visible distance using geospatial object data. In addition, we describe the augmented reality service that combines the image matching technique so that it can be mapped in the scene where the image contents are captured.

Efficient Data Structures and Algorithms for Terrain Data Visualization (지형 렌더링을 위한 효율적인 자료 구조와 알고리즘)

  • Jung, Moon-Ju;Han, Jung-Hyun
    • The KIPS Transactions:PartA
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    • v.9A no.4
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    • pp.581-588
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    • 2002
  • In implementing interactive multimedia systems, real-time visualization plays an important role. This paper presents efficient data structures and algorithms for real-time terrain navigation. Terrain data set is usually too huge to display as is. Therefore LOD (levels of detail) methods and view frustum culling are essential tools. This paper describes in detail compact hierarchical data structures, fast view frustum culling, and efficient LOD construction/rendering algorithms. Unlike previous works, we use a precise screen-space error metric for vertex removal and a strict error threshold allowing sub-pixel -sized errors only. Nevertheless, we can achieve 22 fps on average in a PC platform. The methods presented in this paper also satisfy almost all of the requirements for interactive real-time terrain Visualization.

Real-time 3D terrain visualization based on Regular Grid Method (Regular Grid Method에 기반한 실시간 지형 가시화 알고리즘 개발)

  • Jeong, Ji-Chan;Park, Jun-Yeong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.835-841
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    • 2005
  • 실시간 가시화/시각화(Visualization)을 위한 지형 가시화 분야에서의 렌더링 속도 향상은 사용자의 현실감에 있어 중요한 역할을 한다. 본 연구는 Height Field 데이터를 사용한 블록 단위 지형 렌더링 방법에서 이전 프레임 정보를 사용하여 지형 가시화 속도를 향상시키는 방법을 제안한다. Height Field로 표현된 지형을 실시간에 효과적으로 렌더링 할 수 있는 방법으로CLOD(Continuous leveI Of Detail)가 있으며 대표적인 방법으로 Multiresolution TIN(Triangle Irregular Network)과 Regular Grid Method에 기반한 방법들이 있다. 대개의 경우, 지형 데이터는 매우 방대한 크기를 가지고 있어서 실시간으로 렌더링 하는 것이 불가능할 경우가 많다. 따라서 실시간 지형렌더링 에서는 LOD(Level of Detail)관리와 뷰 프러스텀 컬링이 실시간 렌더링 속도 향상을 위한 핵심 사항이 된다. 본 연구에서는 PC 기반에서 효과적으로 지형을 표현하기 위해 기존 Regular Grid Method에 기반한 방법의 가시영역 추출(View Frustum Culling)을 수정하여 실시간 지형 렌더링의 가시 영역 추출(View Frustum Culling)시 기존의 쿼드트리 방식과 함께 이전 프레임에서 블록 단위로 저장된 컬링 정보를 혼용하여 속도를 향상시키는 방법을 상세히 기술 한다.

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VF(View Frustum) map : Adaptive Texture Management for Out-of-Core Terrain Visualization (시계범위 맵 : 대규모 지형 가시화를 위한 적응성의 텍스처 관리기법)

  • 김상희;원광연
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.673-675
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    • 2003
  • 제한된 성능의 그래픽처리기를 이용하여 대규모 지형 가시화를 수행할 때 지형데이터, 특히 텍스처 데이터의 효율적 관리는 성능향상에 영향을 끼치는 주요 요소 중 하나이다. 본 연구에서는 지형 셀의 쿼드 트리 구조를 기반으로 시점 매개변수와 그래픽 처리기의 성능을 고려하여 실시간 렌더링 시 효율적으로 텍스처를 관리할 수 있는 다단계의 시계범위 맵 (View Frustum map with classes) 방법을 제안하였고, 비행모의 시스템에 적용하여 기존의 텍스처 관리기법과 비교하였다. 실험결과를 통하여 본 연구에서 제안한 방법이 기존의 방법과 비교하여 영상품질은 유사하게 유지하면서 성능을 크게 향상시킨 방법임을 알 수 있었다.

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Stereoscopic Visualization of Buildings Using Horizontal and Vertical Projection Systems (수평 및 수직형 프로젝션 시스템을 이용한 건물의 입체 가시화)

  • Rhee, Seon-Min;Choi, Soo-Mi;Kim, Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.10A no.2
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    • pp.165-172
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    • 2003
  • In this paper, we constructed horizontal and vertical virtual spaces using the projection table and the projection wall. We then implemented a system that stereoscopically visualizes three-dimensional (3D) buildings in the virtual environments in accordance with the user's viewing point. The projection table, a kind of horizontal display equipment, is effectively used in reproducing operations on a table or desk as well as in areas that require bird-eye views because its viewing frustum allows to view things from above. On the other hand, the large projection wall, a kind of vertical display equipment, is effectively used in navigating virtual spaces because its viewing frustum allows to take a front view. In this paper, we provided quick interaction between the user and virtual objects by representing major objects as detail 3D models and a background as images. We also augmented the reality by properly integrating models and images with user's locations and viewpoint in different virtual environments.

Spatial Structure Analysis of View Angle Correction reflecting Characteristics of Universal Observation (보편적 주시특성을 반영한 시야각 보정 공간구조 분석)

  • Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.10
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    • pp.6917-6924
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    • 2015
  • The universal nature of humans is formed by the view angle and the visibility range. However, the majority of theories on spatial structure analysis based on the visual perception do neither reflect the view angle nor consider only the flat view angle. Some theories that reflect them is a theory where the part included in the view angle and the part excluded in the view angle have been separated in a dichotomous way, excluding the universal characteristics of humans. This study applied an observing probability to a 3-D visibility analysis theory by conducting a eye-tracking experiment, empirically determining the limits of the field of view, and deriving the observing probability by view angle. In addition, it attempted to identify the probability by manufacturing an application of spacial, visual perception analysis and applying the concept of multiple frustum culling. For the characteristics of observation, the data were measured and collected regarding the walking course for 3 minutes for an optional space, aimed for 33 people as subjects. Subsequently, the data were prepared by analyzing the observation fixation frequency probability.

An Efficient Perspective Projection using $\textrm{VolumePro}^{TM}$ Hardware (볼륨프로 하드웨어를 이용한 효율적인 투시투영 방법)

  • 임석현;신병석
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.3_4
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    • pp.195-203
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    • 2004
  • VolumePro is a real-time volume rendering hardware for consumer PCs. However it cannot be used for the applications requiring perspective projection such as virtual endoscopy since it provides only orthographic projection. Several methods have been presented to approximate perspective projection by decomposing a volume into slabs and applying successive parallel projection to thou. But it takes a lot of time since the entire region of every slab should be processed, which does not contribute to final image. In this paper, we propose an efficient perspective projection method that makes the use of several sub-volumes with cropping feature of VolumePro. It reduces the rendering time in comparison to slab-based method without image quality deterioration since it processes only the parts contained in the view frustum.

Development of Efficient Parallel Tiled Display Algorithms by Combining the Sort-first and the Sort-last Sorting Methods (전 분류 기법과 후 분류 기법의 조합을 통한 효율적 병렬 타일 가시화 알고리듬 개발)

  • Choi, Yun-Hyuk;Kim, Il-Ho;Kim, Hong-Seong;Cho, Jin-Yeon
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.36 no.2
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    • pp.146-155
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    • 2008
  • To improve the performance of tiled display system, two parallel tiled display algorithms are proposed by combining the sort-first and the sort-last sorting methods. In the proposed algorithms, the view frustum culling is employed along with the OpenGL display list for the sort-first sorting, and the pre-detection sort-last sparse sorting method is used for sort-last sorting. Through the benchmarking tests, the performances of two proposed algorithms are investigated. Based on the observations, it is suggested how to select an optimal algorithm among the two proposed parallel tiled display algorithms for the given visualization model.

View-Dependent Real-time Rain Streaks Rendering (카메라 의존적 파티클 시스템을 이용한 실시간 빗줄기 렌더링)

  • Im, Jingi.;Sung, Mankyu
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.468-480
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    • 2021
  • Realistic real-time rain streaks rendering has been treated as a very difficult problem because of various natural phenomena. Also, in creating and managing a large number of particles, a large amount of computer resources had to be used. Therefore, in this paper, we propose a more efficient real-time rain streaks rendering algorithm by generating view-dependent rain particles and expressing a large amount of rain even with a small number. By creating a 'rain space' dependent on the field of view of the camera moving in real time, particles are rendered only in that space. Accordingly, even if a small number of particles are rendered, since the rendering is performed in a limited space, an effect of rendering a very large amount of particles can be obtained. This enables very efficient real-time rendering of rain streaks.