• Title/Summary/Keyword: multiple rendering

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Evaluation of Artificial Intelligence-Based Denoising Methods for Global Illumination

  • Faradounbeh, Soroor Malekmohammadi;Kim, SeongKi
    • Journal of Information Processing Systems
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    • v.17 no.4
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    • pp.737-753
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    • 2021
  • As the demand for high-quality rendering for mixed reality, videogame, and simulation has increased, global illumination has been actively researched. Monte Carlo path tracing can realize global illumination and produce photorealistic scenes that include critical effects such as color bleeding, caustics, multiple light, and shadows. If the sampling rate is insufficient, however, the rendered results have a large amount of noise. The most successful approach to eliminating or reducing Monte Carlo noise uses a feature-based filter. It exploits the scene characteristics such as a position within a world coordinate and a shading normal. In general, the techniques are based on the denoised pixel or sample and are computationally expensive. However, the main challenge for all of them is to find the appropriate weights for every feature while preserving the details of the scene. In this paper, we compare the recent algorithms for removing Monte Carlo noise in terms of their performance and quality. We also describe their advantages and disadvantages. As far as we know, this study is the first in the world to compare the artificial intelligence-based denoising methods for Monte Carlo rendering.

GPU-based Image-space Collision Detection among Closed Objects (GPU를 이용한 이미지 공간 충돌 검사 기법)

  • Jang, Han-Young;Jeong, Taek-Sang;Han, Jung-Hyun
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.45-52
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    • 2006
  • This paper presents an image-space algorithm to real-time collision detection, which is run completely by GPU. For a single object or for multiple objects with no collision, the front and back faces appear alternately along the view direction. However, such alternation is violated when objects collide. Based on these observations, the algorithm propose the depth peeling method which renders the minimal surface of objects, not whole surface, to find colliding. The Depth peeling method utilizes the state-of-the-art functionalities of GPU such as framebuffer object, vertexbuffer object, and occlusion query. Combining these functions, multi-pass rendering and context switch can be done with low overhead. Therefore proposed approach has less rendering times and rendering overhead than previous image-space collision detection. The algorithm can handle deformable objects and complex objects, and its precision is governed by the resolution of the render-target-texture. The experimental results show the feasibility of GPU-based collision detection and its performance gain in real-time applications such as 3D games.

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Multiple TIP Images Blending for Wide Virtual Environment (넓은 가상환경 구축을 위한 다수의 TIP (Tour into the Picture) 영상 합성)

  • Roh, Chang-Hyun;Lee, Wan-Bok;Ryu, Dae-Hyun;Kang, Jung-Jin
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.42 no.1
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    • pp.61-68
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    • 2005
  • Image-based rendering is an approach to generate realistic images in real-time without modeling explicit 3D geometry. Especially, owing to its simplicity, TIP(Tour Into the Picture) is preferred to constructing a 3D background scene. Because existing TIP methods have a limitation in that they lack geometrical information, we can not expect a accurate scene if the viewpoint is far from the origin of the TIP. In this paper, we propose the method of constructing a virtual environment of a wide area by blending multiple TIP images. Firstly, we construct multiple TIP models of the virtual environment. Then we interpolate foreground and background objects respectively, to generate a smooth navigation image. The method proposed here can be applied to various industry applications, such as computer game, 3D car navigation, and so on.

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.

Optical Simulation Study of the Improvement of Color-rendering Characteristics of White Light-emitting Diodes by Using Red Quantum-dot Films (적색 양자점 필름을 이용한 백색 발광 다이오드의 연색성 개선에 대한 광학 시뮬레이션 연구)

  • Lee, Gi Jung;Hong, Seung Chan;Lee, Jung-Gyun;Ko, Jae-Hyeon
    • Korean Journal of Optics and Photonics
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    • v.32 no.4
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    • pp.163-171
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    • 2021
  • Conventional white light-emitting diodes (LEDs) for lighting applications consist of blue LEDs and yellow phosphors, the spectrum of which lacks deep red. To improve the color-rendering characteristics of white LEDs, a red quantum-dot film was applied to the diffuser plate of LED lighting. The mean free paths of the quantum dots and the concentration of the TiO2 particles in the diffuser plate were adjusted to optimize the optical structure of the lighting. The color-rendering index (CRI) was greater than 90 for most conditions, which demonstrates that adoption of the red quantum-dot film is an effective way for improving the color-rendering properties of conventional white LEDs. The angular dispersion of color coordinates could be removed by utilizing the optical cavity formed between the diffuser plate and the reflector on the bottom of the lighting, where multiple passages of the light through the quantum-dot film reduced the differences in optical path length depending on the viewing angle.

The Study of Distributed Processing for Graphics Rendering Engine Based on ARINC 653 Multi-Core System (ARINC 653 멀티코어 기반 그래픽스 렌더링 엔진 분산처리방안 연구)

  • Jung, Mukyoung
    • Journal of Aerospace System Engineering
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    • v.13 no.5
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    • pp.1-8
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    • 2019
  • Recently, avionics has been migrating from a federated architecture to an integrated modular architecture based on a multi-core to reduce the number of systems, weight, power consumption, and platform redundancy. The volume of data which must bo provided to the pilot through the display device has increased, because an integrated single device performs multiple functions. For this reason, the volume of data processed by the graphic processor within a fixed operation period has increased. In this paper, we provide a multi-core-based rendering engine in to perform more graphics processing within a fixed operation period. We assume the proposed method uses a multi-core-based partitioning operating system using the AMP (Asymmetric Multi-Processing) architecture.

A Preprocessing Algorithm for Layered Depth Image Coding (계층적 깊이영상 정보의 압축 부호화를 위한 전처리 방법)

  • 윤승욱;김성열;호요성
    • Journal of Broadcast Engineering
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    • v.9 no.3
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    • pp.207-213
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    • 2004
  • The layered depth image (LDI) is an efficient approach to represent three-dimensional objects with complex geometry for image-based rendering (IBR). LDI contains several attribute values together with multiple layers at each pixel location. In this paper, we propose an efficient preprocessing algorithm to compress depth information of LDI. Considering each depth value as a point in the two-dimensional space, we compute the minimum distance between a straight line passing through the previous two values and the current depth value. Finally, the minimum distance replaces the current attribute value. The proposed algorithm reduces the variance of the depth information , therefore, It Improves the transform and coding efficiency.

Development of Maya Shader Plug in Based on Subsurface Scattering for Realistic Skin Rendering (사실적인 피부 렌더링을 위해 표면하 산란 모델을 적용한 마야 쉐이더 플러그인 개발)

  • Yoo Tae Kyung;Lee Won Hyung;Jahng Sung Ghab
    • Journal of Korea Multimedia Society
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    • v.8 no.1
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    • pp.88-100
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    • 2005
  • In computer graphics, realistic skin rendering has been regarded as difficult tasks and remains as an important research subject. Translucent materials like skin have some complicated optical properties including subsurface scattering. In this paper, we proposes a skin shader based on subsurface scattering to render realistic skin and it has been implemented as a plug-in for Maya, 3D Package. The rendered image using this proposed skin shader appears more realistic than the rendered image using classical shading techniques. Furthermore, we could model sebum, epidermis, dermis using specular reflection, multiple scattering, single scattering respectively.

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Mipmap-Based Deferred Soft Shadow Mapping (밉맵 기반의 지연된 부드러운 그림자 매핑)

  • Kim, Sunggoo;Lee, Sungkil
    • Journal of KIISE
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    • v.43 no.4
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    • pp.399-403
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    • 2016
  • Deferred Shading is a shading technique that postprocesses pixels in the screen space, following geometry-only rendering passes with depth buffering. Unlike typical shadow mapping techniques, this technique allows us to render shadows from multiple light sources without changing the structure of the rendering pipelines. This paper presents a deferred shadow mapping technique and its extension to soft shadows using mipmapping. Our technique first generates visibility maps from light sources, and blurs the visibility maps for deferred shading. This strategy leads to efficient soft-edged shadows, but does not incorporate depth variation, producing light bleeding to some extent. In order to suppress the light-bleeding artifacts, we also propose a depth-adaptive mipmap sampling technique in the screen space.

Scalable Graphics Algorithms (스케일러블 그래픽스 알고리즘)

  • Yoon, Sung-Eui
    • 한국HCI학회:학술대회논문집
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    • 2008.02c
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    • pp.224-224
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    • 2008
  • Recent advances in model acquisition, computer-aided design, and simulation technologies have resulted in massive databases of complex geometric data occupying multiple gigabytes and even terabytes. In various graphics/geometric applications, the major performance bottleneck is typically in accessing these massive geometric data due to the high complexity of such massive geometric data sets. However, there has been a consistent lower growth rate of data access speed compared to that of computational processing speed. Moreover, recent multi-core architectures aggravate this phenomenon. Therefore, it is expected that the current architecture improvement does not offer the solution to the problem of dealing with ever growing massive geometric data, especially in the case of using commodity hardware. In this tutorial, I will focus on two orthogonal approaches--multi-resolution and cache-coherent layout techniques--to design scalable graphics/geometric algorithms. First, I will discuss multi-resolution techniques that reduce the amount of data necessary for performing geometric methods within an error bound. Second, I will explain cache-coherent layouts that improve the cache utilization of runtime geometric applications. I have applied these two techniques into rendering, collision detection, and iso-surface extractions and, thereby, have been able to achieve significant performance improvement. I will show live demonstrations of view-dependent rendering and collision detection between massive models consisting of tens of millions of triangles on a laptop during the talk.

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