• Title/Summary/Keyword: color rendering

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A Study on Pointillistic Rendering Based on User Defined Palette (사용자 정의 팔레트에 기반한 점묘화 렌더링에 관한 연구)

  • Seo, Sang-Hyun;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.11 no.4
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    • pp.554-565
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    • 2008
  • The French neo-impressionist painter, George Seurat, introduced pointillism under the theory that the individual pigments of colors on the canvas are reconstructed on the human retina. Pointillism is a painting technique in which many small brush strokes are combined to form a picture in the canvas. When such a painting is seen from a far, the individual stroke color are unnoticeable and they are seen as intermixed colors. This is called juxtaposed color mixture. In this paper, we present a painterly rendering method for generating the pointillism images. For expressing countless separate dots which shown in the pointillism works, we propose a hierarchical points structure using Wang The method. Also a user defined palette is constructed based on the usage that Neo-Impressionist painter works on his palette. Lastly, based on this, a probability algorithm will be introduced, which divides the colors in the image(sampled by hierarchical point structure) into juxtaposed colors. A hierarchical points set which undergone juxtaposed color division algorithm is converted into brush strokes.

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Fast Volume Visualization Techniques for Ultrasound Data

  • Kwon Koo-Joo;Shin Byeong-Seok
    • Journal of Biomedical Engineering Research
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    • v.27 no.1
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    • pp.6-13
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    • 2006
  • Ultrasound visualization is a typical diagnosis method to examine organs, soft tissues and fetus data. It is difficult to visualize ultrasound data because the quality of the data might be degraded by artifact and speckle noise, and gathered with non-linear sampling. Rendering speed is too slow since we can not use additional data structures or procedures in rendering stage. In this paper, we use several visualization methods for fast rendering of ultrasound data. First method, denoted as adaptive ray sampling, is to reduce the number of samples by adjusting sampling interval in empty space. Secondly, we use early ray termination scheme with sufficiently wide sampling interval and low threshold value of opacity during color compositing. Lastly, we use bilinear interpolation instead of trilinear interpolation for sampling in transparent region. We conclude that our method reduces the rendering time without loss of image quality in comparison to the conventional methods.

Visual Resolution Enhancement Method for a Delta-structured Display (델타 배열 구조를 갖는 디스플레이에서의 시각적 해상도 향상 방법)

  • 최원희;이성덕;김창용
    • Proceedings of the IEEK Conference
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    • 2003.11a
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    • pp.19-22
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    • 2003
  • This paper proposes the method of visual resolution enhancement to render a color image on a delta-structured display. The proposed method adopted a subpixel rendering method to reduce a color fringe error caused by delta- structured display and to improve visual resolution

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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
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    • v.12 no.5
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    • pp.57-66
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    • 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.

Ray Tracing Acceleration Schemes Based on Efficient Data Storage (효율적인 데이터 저장을 기초로 한 광선 추적의 가속화 방안)

  • 최현규;경종민
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.26 no.8
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    • pp.1270-1281
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    • 1989
  • This paper presents two new storage schemes of 3-D objects to accelerate the finding of the first intersecting object and the shadow computation steps in ray tracing. The 3-D objects which are potentially intersected with the first reflection (refraction)ray are enrolled within a so called reflection (refraction) frustum' for a polygon object. Only those objects registered in the corres ponding frustum are immediately checked for intersection with the secondary rays emanating from the same polygon. The other is called a shadow pyramid' which contains the candidate objects possibly blocking the path from the relevant light source to any point on the relevant polgon. The shadow testing of a point is performed only against the objects contained in the associated shadow pyramid. Despite the cost needed for registration of objects within frusta or shadow pyramids, the total rendering time of ray tracing using the proposed approaches was reduced by approximately 50% (10% in color rendering time and 70% in shadoe testing time) from the conventional cell 50% (10% in color rendering time and 70% in shadow testing time) from the conventional cell traversal scheme under the 3-D uniform subdivision environment due to the fast finding of candidate objects for intersection and the reduced number of intersection calculations.

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A Study on the Color Temperature and the Color Rendering Variations of Light Sources (광원의 색온도 및 연색성 변화에 관한연구)

  • Kim, Hoon;Han, Jong-Seong
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.5 no.2
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    • pp.49-57
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    • 1991
  • A simple system to measure the correlated color temperature ($T_c$) and color rendering index ($R_a$) oflight sources was developed. And the T, and R, of incandescent lamps (I/L) and various fluorescent lamps(F/L) were measured with varying source voltage and power frequency. As results, $T_c$ variations of I/L and F/L with varying source voltage were relatively large, but $R_a$, variations were small. And $T_c$, $R_a$, variations of F/L under 5OkHz of power frequency were small, but over 50kHz, it is supposed that $T_c$, and $R_a$, will vary significantly.

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Simulation and Comparison of the Lighting Efficiency for Household Illumination with LEDs and Fluorescent Lamps

  • Sun, Wen-Shing;Tien, Chuen-Lin;Pan, Jui-Wen;Yang, Tsung-Hsun;Tsuei, Chih-Hsuan;Huang, Yi-Han
    • Journal of the Optical Society of Korea
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    • v.17 no.5
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    • pp.376-383
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    • 2013
  • The design of the LEDs lighting in general household illumination was proposed and compared with the fluorescent lighting in this study. Using the LED as a light source would promote energy saving lighting for household illumination purposes. We used the LightTools and DIALux software to design and simulate different standards of illuminance, different correlated color temperatures and different color rendering indices for household environments. The power consumption and efficiency of traditional illuminated light sources and an LED light source with the same standard of illuminance for lighting the household environment were analyzed and compared with each other. Finally, our results show the advantages of using white-light LEDs for lighting and household illumination.

Efficient application method for materials in Lightscape (Lightscape 에서의 재질에 따른 효과적인 표현방법)

  • Park, Ji-Ae;Chang, Jun-Ho;Choi, An-Seop
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2006.05a
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    • pp.184-188
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    • 2006
  • Lightscape is a visual rendering software enabling higher dimensional 3D image production using rendering as well. However, direct light simulation showed that more realistic feature of material-specific texture or color could be achieved by adjusting options. Accordingly, this study is to generate optimal values of options and achieve more realistic images by varying such values according to individual materials in order to create better quality simulation images using Lightscape.

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Development and Performance Property Investigation of Lighting System using Plastic Optical Fiber (플라스틱 광섬유를 이용한 조명시스템 개발과 특성 분석)

  • Shin, Sang-Uk;Yi, Chin-Woo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.12
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    • pp.25-32
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    • 2010
  • Compared to general lighting method, the lighting system that uses optic fiber can provide only the visible light of good quality to subject by eliminating ultraviolet ray and infrared ray. Thanks to this merit, it is possible to prevent the hard phenomenon of subject caused by ultraviolet ray and infrared ray and to provide the agreeable light environment. This study developed indoors illumination system of high color rendering on the basis of plastic optic fiber with excellent optical property and processing to substitute halogen lamp which has been used for excellent color rendering in spite of low efficiency and short life. Producing pilot product of the designed illumination system and evaluating the property of electric and optical property, ultraviolet ray radiation quantity and temperature property, this study verified the excellence of suggested lighting system of plastic optic fiber.