• Title/Summary/Keyword: color rendering

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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.

An Auto-range Fast Bilateral Filter Using Adaptive Standard Deviation for HDR Image Rendering (HDR 영상 렌더링을 위한 적응적 표준 편차를 이용한 자동 레인지 고속 양방향 필터)

  • Bae, Tae-Wuk;Lee, Sung-Hak;Kim, Byoung-Ik;Sohng, Kyu-Ik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.4C
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    • pp.350-357
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    • 2010
  • In this paper, we present an auto-range fast bilateral filter (FBF) for high-dynamic-range (HDR) images, which increases computation speed by using adaptive standard deviations for range filter (RF) of FBF in iCAM06. Many images that cover the entire dynamic range of the scene with different exposure times are fused into one High Dynamic Range (HDR) image. The representative algorithm for HDR image rendering is iCAM06, which is based on the iCAM framework, such as the local white point adaptation, chromatic adaptation, and the image processing transform (IPT) uniform color space. FBF in iCAM06 uses constant standard deviation in RF. So, it causes unnecessary FBF computation in high stimulus range with broad and low distribution. To solve this problem, the low stimulus image and high stimulus image of CIE tri-stimulus values (XYZ) divided by the threshold are respectively processed by adaptive standard deviation based on its histogram distribution. Experiment results show that the proposed method reduces computation time than the previous FBF.

Effects of Process Conditions on Sardine Oil During Bleaching and Deodorization (정어리유에 대한 탈색 및 탈취조건의 영향)

  • Kim, Chul-Jin;Ahn, Byung-Hak;Hwang, Sung-Yeon;Shin, Hyun-Kyung
    • Korean Journal of Food Science and Technology
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    • v.19 no.5
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    • pp.420-425
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    • 1987
  • For use of sardine oil as an ingredient of food and feed, crude sardine oil obtained by rendering was processed to RBD sardine oil. Alkali deacidification was found to be most efficient with a concentration of 2.5N NaOH and 0.5% excess level at $75^{\circ}C$. Treatment with activated clay alone at $105^{\circ}C$ for 20 min without air admission was effective in reduction of the color intensity of the oil without any formation of the conjugated dienes and trienes of polyunsaturated fatty acids. In deodorization process, as the temperature was increased, color of the oil was to become lighter. The amount of conjugated compounds was, however, increased drastically at higher temperatures above $180^{\circ}C$ for 1hr. and content of polyunsaturated fatty acids was significantly decreased.

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New N-dimensional Basis Functions for Modeling Surface Reflectance (표면반사율 모델링을 위한 새로운 N차원 기저함수)

  • Kwon, Oh-Seol
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.195-198
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    • 2012
  • The N basis functions are typically chosen so that Surface reflectance functions(SRFs) and spectral power distributions (SPDs) can be accurately reconstructed from their N-dimensional vector codes. Typical rendering applications assume that the resulting mapping is an isomorphism where vector operations of addition, scalar multiplication, component-wise multiplication on the N-vectors can be used to model physical operations such as superposition of lights, light-surface interactions and inter-reflection. The vector operations do not mirror the physical. However, if the choice of basis functions is restricted to characteristic functions then the resulting map between SPDs/SRFs and N-vectors is anisomorphism that preserves the physical operations needed in rendering. This paper will show how to select optimal characteristic function bases of any dimension N (number of basis functions) and also evaluate how accurately a large set of Munsell color chips can approximated as basis functions of dimension N.

Real-Time Indirect Illumination using a Light Quad-Tree (광원 트리를 사용한 간접 조명의 실시간 렌더링)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.4
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    • pp.158-167
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    • 2007
  • Indirect illumination plays an important role for realistic image synthesis. We present a novel realtime indirect illumination rendering technique using image pyramids. Hundreds of thousands of indirect point light sources are stored into images, and then they hierarchically clustered into quad-tree image pyramids. We also introduce a GPU based top-down and breadth-first traversal of the quad-trees to approximate the illumination with clusters (set of lights). All steps entirely run on the GPU in real-time. Result images demonstrate that our method represents diffuse interreflection, especially a color bleeding effect well. We achieved interactive frame rates of tens to hundreads, without any preprocessing. We can avoid artifacts caused by sampling, and our method is seven times faster than a recently proposed sampling based method.

Effective Volume Rendering and Virtual Staining Framework for Visualizing 3D Cell Image Data (3차원 세포 영상 데이터의 효과적인 볼륨 렌더링 및 가상 염색 프레임워크)

  • Kim, Taeho;Park, Jinah
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.1
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    • pp.9-16
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    • 2018
  • In this paper, we introduce a visualization framework for cell image data obtained from optical diffraction tomography (ODT), including a method for representing cell morphology in 3D virtual environment and a color mapping protocol. Unlike commonly known volume data sets, such as CT images of human organ or industrial machinery, that have solid structural information, the cell image data have rather vague information with much morphological variations on the boundaries. Therefore, it is difficult to come up with consistent representation of cell structure for visualization results. To obtain desired visual representation of cellular structures, we propose an interactive visualization technique for the ODT data. In visualization of 3D shape of the cell, we adopt a volume rendering technique which is generally applied to volume data visualization and improve the quality of volume rendering result by using empty space jittering method. Furthermore, we provide a layer-based independent rendering method for multiple transfer functions to represent two or more cellular structures in unified render window. In the experiment, we examined effectiveness of proposed method by visualizing various type of the cell obtained from the microscope which can capture ODT image and fluorescence image together.

Hole-Filling Method for Depth-Image-Based Rendering for which Modified-Patch Matching is Used (개선된 패치 매칭을 이용한 깊이 영상 기반 렌더링의 홀 채움 방법)

  • Cho, Jea-Hyung;Song, Wonseok;Choi, Hyuk
    • Journal of KIISE
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    • v.44 no.2
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    • pp.186-194
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    • 2017
  • Depth-image-based rendering is a technique that can be applied in a variety of 3D-display systems. It generates the images that have been captured from virtual viewpoints by using a depth map. However, disoccluded hole-filling problems remain a challenging issue, as a newly exposed area appears in the virtual view. Image inpainting is a popular approach for the filling of the hole region. This paper presents a robust hole-filling method that reduces the error and generates a high quality-virtual view. First, the adaptive-patch size is decided using the color and depth information. Also, a partial filling method for which the patch similarity is used is proposed. These efforts reduce the error occurrence and the propagation. The experiment results show that the proposed method synthesizes the virtual view with a higher visual comfort compared with the existing methods.

Analysis of the Oil painting for the painterly rendering -focusing on the 19C Impressionism painting- (회화적 렌더링 구현을 위한 유화 매체 분석 연구 -19C 인상주의 작품을 중심으로-)

  • Huh, Soo-Jung;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.259-264
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    • 2006
  • Some appearances of the result images from the researches on NPR(Non Photorealistic Rendering) look like contrary to the attributes of the real painting. As they are based on only the technical approach rather than the aesthetic and accurate analysis of the real painting which they modeled. Therefore the purpose of this paper is the abstraction of the exact features from the related real painting, the redefine of them applicable to the process, and the embodiment of the painterly NPR algorithms. This paper modeled the Impressionism which were originated in the France at the late nineteenth century. Accordingly, at first, I analyzed the general features of oil paintings and Impressionism paintings, and according to this analyses, I adjusted them to engineering elements(the direction, length, width, texture and speed of stroke, the edge and region of object, depth information and color etc) and programmed. I emphasize the importance and potentiality of the collaboration of artist and technician in the NPR research through the results in this paper.

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Research on the Expression of Ink-and-Wash Painting by using 3D Animation (3D애니메이션을 활용한 수묵화기법 표현연구)

  • Han, Myung-Hee
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1105-1114
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    • 2010
  • This thesis is a summary of the research result about the 20 seconds official trailer requested from the Pusan International Film Festival organizing committee. Since producing digital content is very significant at this moment, I tired to make an official trailer for 13th Pusan International Film Festival by integrating 3D animation with ink-and-wash painting. Motivated by a western-style painter, Shin Chang Sic's painting,' Arirang_HopeⅠ(An Official poster), I got to know how to express ink-and-wash painting by using digital technique and considering ink stick depth, line control and color elements for modeling, shading and rendering stage.

View Synthesis Using OpenGL for Multi-viewpoint 3D TV (다시점 3차원 방송을 위한 OpenGL을 이용하는 중간영상 생성)

  • Lee, Hyun-Jung;Hur, Nam-Ho;Seo, Yong-Duek
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.507-520
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    • 2006
  • In this paper, we propose an application of OpenGL functions for novel view synthesis from multi-view images and depth maps. While image based rendering has been meant to generate synthetic images by processing the camera view with a graphic engine, little has been known about how to apply the given images and depth information to the graphic engine and render the scene. This paper presents an efficient way of constructing a 3D space with camera parameters, reconstructing the 3D scene with color and depth images, and synthesizing virtual views in real-time as well as their depth images.