• Title/Summary/Keyword: adaptive rendering

Search Result 63, Processing Time 0.026 seconds

Service Rendering Study for Adaptive Service of 3D Graphics Contents in Middleware (3D 그래픽 콘텐츠의 적응적 서비스를 위한 미들웨어에서의 서비스 렌더링 연구)

  • Kim, Hak-Ran;Park, Hwa-Jin;Yoon, Yong-Ik
    • The KIPS Transactions:PartA
    • /
    • v.14A no.5
    • /
    • pp.279-286
    • /
    • 2007
  • The need of contents adaptation in ubiquitous environments is growing to support multiple target platforms for 3D graphics contents. Since 3D graphics deal with a large data set md a high performance, a service adaptation for context changing is required to manipulate graphics contents with a more complicated method in multiple devices such as desktops, laptops, PDAs, mobile phones, etc. In this paper, we suggest a new notion of service adaptation middleware based on service rendering algorithm, which provides a flexible and customized service for user-centric 3D graphics contents. The service adaptation middleware consists of Service Adaptation(SA) for analyzing environments and Service Rendering(SR) for reconfiguring customized services by processing customized data. These adaptation services are able to intelligently and dynamically support the same computer graphics contents with good quality, when user environments are changed.

An Adaptive Spatial Depth Filter for 3D Rendering IP

  • Yu, Chang-Hyo;Lee, Sup-Kim
    • JSTS:Journal of Semiconductor Technology and Science
    • /
    • v.3 no.4
    • /
    • pp.175-180
    • /
    • 2003
  • In this paper, we present a new method for early depth test for a 3D rendering engine. We add a filter stage to the rasterizer in the 3D rendering engine, in an attempt to identify and avoid the occluded pixels. This filtering block determines if a pixel is hidden by a certain plane. If a pixel is hidden by the plane, it can be removed. The simulation results show that the filter reduces the number of pixels to the next stage up to 71.7%. As a result, 67% of memory bandwidth is saved with simple extra hardware.

Adaptive Culling Mechanism for Weather Phenomena Effect in Flight Simulator (항공시뮬레이터에서 기상 효과를 위한 적응적 컬링기법)

  • Cha, YoungJun;Kim, JongBum;Kim, Ki-Il
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.9 no.2
    • /
    • pp.61-66
    • /
    • 2014
  • Temporal disappearance of weather phenomena effect is frequently observed in flight simulator when large volume of terrain data are processed. This problem was solved by employing culling scheme at static ratio in the existing scheme. However, since this approach causes the irregular rendering speed according to volume of data, it is necessary to develop a new culling scheme to maintain steady rendering speed by adjusting the culling ratio dynamically. In this paper, we propose a new culling scheme to make use of distance of the visibility to determine culling ratio depending on volume of terrain data. The experimental results show that rendering speed is preserved by the proposed scheme without affecting the visuality at rendering the scene and weather phenomena effect together.

Environment-Adaptive and Real-Time Rendering of Fluids for Cartoon Style Game (카툰 스타일 게임을 위한 환경 적응적 실시간 유체 렌더링)

  • Kim, Kwang-Tae;Park, Kyoung-Ju
    • Journal of Korea Game Society
    • /
    • v.12 no.5
    • /
    • pp.57-66
    • /
    • 2012
  • This paper to the scene to fit the fluid can be expressed as cartoon-style real-time method is proposed. As a matter of fact the fluid color in the simulation in which both reflection refraction and color tones are different in both cases. This paper light, water, terrain, time, etc. with cartoon-style representation of the fluid, adaptive way is proposed. Experimental implementation of the existing and proposed methods were compared with the results. This cartoon-style rendering of the existing research methods and the proposed method and at the same time using cartoon-style games that can be represented by the entire system could offer.

Feature Detection and Simplification of 3D Face Data with Facial Expressions

  • Kim, Yong-Guk;Kim, Hyeon-Joong;Choi, In-Ho;Kim, Jin-Seo;Choi, Soo-Mi
    • ETRI Journal
    • /
    • v.34 no.5
    • /
    • pp.791-794
    • /
    • 2012
  • We propose an efficient framework to realistically render 3D faces with a reduced set of points. First, a robust active appearance model is presented to detect facial features in the projected faces under different illumination conditions. Then, an adaptive simplification of 3D faces is proposed to reduce the number of points, yet preserve the detected facial features. Finally, the point model is rendered directly, without such additional processing as parameterization of skin texture. This fully automatic framework is very effective in rendering massive facial data on mobile devices.

Efficient GPU Framework for Adaptive and Continuous Signed Distance Field Construction, and Its Applications

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.3
    • /
    • pp.63-69
    • /
    • 2022
  • In this paper, we propose a new GPU-based framework for quickly calculating adaptive and continuous SDF(Signed distance fields), and examine cases related to rendering/collision processing using them. The quadtree constructed from the triangle mesh is transferred to the GPU memory, and the Euclidean distance to the triangle is processed in parallel for each thread by using it to find the shortest continuous distance without discontinuity in the adaptive grid space. In this process, it is shown through experiments that the cut-off view of the adaptive distance field, the distance value inquiry at a specific location, real-time raytracing, and collision handling can be performed quickly and efficiently. Using the proposed method, the adaptive sign distance field can be calculated quickly in about 1 second even on a high polygon mesh, so it is a method that can be fully utilized not only for rigid bodies but also for deformable bodies. It shows the stability of the algorithm through various experimental results whether it can accurately sample and represent distance values in various models.

An Efficient Virtual Teeth Modeling for Dental Training System

  • Kim, Lae-Hyun;Park, Se-Hyung
    • International Journal of CAD/CAM
    • /
    • v.8 no.1
    • /
    • pp.41-44
    • /
    • 2009
  • This paper describes an implementation of virtual teeth modeling for a haptic dental simulation. The system allows dental students to practice dental procedures with realistic tactual feelings. The system requires fast and stable haptic rendering and volume modeling techniques working on the virtual tooth. In our implementation, a volumetric implicit surface is used for intuitive shape modification without topological constraints and haptic rendering. The volumetric implicit surface is generated from input geometric model by using a closest point transformation algorithm. And for visual rendering, we apply an adaptive polygonization method to convert volumetric teeth model to geometric model. We improve our previous system using new octree design to save memory requirement while increase the performance and visual quality.

Fast Ray Reordering and Approximate Sibson Interpolation for Foveated Rendering on GPU

  • Kwon, Oh-Seok;park, Keon-kuk;Yoon, Joseph;Kim, Young-Bong
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.2
    • /
    • pp.311-321
    • /
    • 2019
  • Virtual reality applications in Head-Mounted Displays require high frame rates and low latency rendering techniques. Ray tracing offers many benefits, such as high-quality image generation, but has not been utilized due to lower performance than rasterization. But that can obtain good result combined with gaze-tracking technology and human visual system's operation principle. In this paper, we propose a method to optimize the foveated sampling map and to maintain the visual quality through the fast voronoi nearest interpolation. The proposed method further reduces the computational cost that has been improved by the previous foveated sampling. It also smoothes the voronoi boundary using adaptive sibson interpolation, which was not possible in real-time. As a result, the proposed method can render real-time high-quality images with low visual difference.

Adaptive Foveated Ray Tracing Based on Time-Constrained Rendering for Head-Mounted Display (헤드 마운티드 디스플레이를 위한 시간 제약 렌더링을 이용한 적응적 포비티드 광선 추적법)

  • Kim, Youngwook;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.3
    • /
    • pp.113-123
    • /
    • 2022
  • Ray tracing-based rendering creates by far more realistic images than the traditional rasterization-based rendering. However, it is still burdensome when implemented for a Head-Mounted Display (HMD) system that demands a wide field of view and a high display refresh rate. Furthermore, for presenting high-quality images on the HMD screen, a sufficient number of ray sampling should be carried out per pixel to alleviate visually annoying spatial and temporal aliases. In this paper, we extend the recent selective foveated ray tracing technique by Kim et al. [1], and propose an improved real-time rendering technique that realizes the rendering effect of the classic Whitted-style ray tracing on the HMD system. In particular, by combining the ray tracing hardware-based acceleration technique and time-constrained rendering scheme, we show that fast HMD ray tracing is possible that is well suited to human visual systems.

A Study on Electronic Ballast for Metal Halide Lamps with Adaptive Ignition

  • Jo, Gye-Hyun;Song, Myoung-Suk;Park, Chong--Yeun
    • KIEE International Transaction on Electrical Machinery and Energy Conversion Systems
    • /
    • v.4B no.1
    • /
    • pp.24-28
    • /
    • 2004
  • Metal halide lamps have been made suitable for use in outdoor illumination systems over many years. They are also widely used in application and commercial lighting due to their attracting properties such as good quality color, rendering and high efficiency. Over the past few years, a considerable number of studies have been conducted on the electronic ballast with hot restarting and resonance phenomenon. However, very few attempts have been made at the adaptive ignition method according to lamp state. This paper proposes an electronic ballast for metal halide lamps with an igniter for adaptive ignition. The proposed electronic ballast can generate different ignition voltages according to the arc tube state. The experimental results showed that the proposed ballast circuit using adaptive igniter is suitable for 70W HQI lamps.