• Title/Summary/Keyword: real-time ray tracing

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A Study on Real-Time 3D Sound Rendering for Virtual Reality Environment (VR환경에 알맞은 실시간 음장구현에 관한 연구)

  • Chae, Soo-Bok;Bhang, Seung-Beum;Shin, Hwang;Ko, Hee-Dong;Kim, Soon-Hyob
    • Proceedings of the IEEK Conference
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    • 2000.09a
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    • pp.197-200
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    • 2000
  • 본 논문은 VR시스템에 사용되는 실시간 음향제시를 위한 시스템 구현에 관한 것이다. 2개의 Speaker 또는 헤드폰을 사용하여 음상제어, 음장제어의 두 부분으로 구성되어 있다. 음상제어 부분은 각각의 음원의 위치를 정위하고, 음장제어 부분은 레이 트레이싱(Ray Tracing)기법을 이용하여 음장을 시뮬레이션하고 가상 공간의 음장 파라미터를 추출하여 음원에 적용하면서 실시간으로 음장효과를 렌더링 한다. 이 시스템은 펜티엄-Ⅱ333MHz 시스템에서 구현하였다. 최종적으로 청취자는 2개의 스피커 또는 헤드폰을 이용하여 3D음장을 경험하게 된다.

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A Study on the Keyhole Dynamics According to Polarization of Laser (레이저의 편광을 고려한 키홀 거동 해석에 관한 연구)

  • Cho, Jung-Ho;Na, Suck-Joo
    • Proceedings of the KSME Conference
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    • 2007.05a
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    • pp.1307-1311
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    • 2007
  • Three-dimensional transient keyhole profile is numerically analyzed for the case of stationary laser keyhole welding. Volume of fluid (VOF) method is adopted to track the free surface of molten metal based on the three governing equations which are continuity, momentum and energy equations. Multiple reflections of laser beam at the keyhole walls are also included in analysis through a real-time ray tracing technique. In this simulation, especially, polarization of laser is considered as an energy absorption mechanism following the Fresnel reflection theory. Both cases of linearly and circularly polarized beam are simulated and compared. The results show that the theoretically generated keyhole is asymmetrically stretched along the direction of polarization which is already observed experimentally before.

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Real-Time 3D Sound Rendering System Implementation for Virtual Reality Environment (VR 환경을 위한 실시간 음장 재현 시스템 구현)

  • Chae, Soo-Bok;Bhang, Seung-Beum;Hwang, Shin;Ko, Hee-Dong;Kim, Soon-Hyob
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.222-227
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    • 2000
  • 본 논문은 VR시스템에서 실시간으로 3D Sound를 Rendering하기 위한 음장재현 시스템구현에 관한 것이다. 2개의 Speaker 또는 헤드폰을 사용하여 음장을 제어할 수 있다. 음장 제어는 레이 트레이싱(Ray Tracing)기법을 이용하여 음장을 시뮬레이션하고 가상 공간의 음장 파라미터를 추출하여 음원에 적용하면서 실시간으로 음장효과를 렌더링한다. 이 시스템은 펜티엄-II 333MHz, 128M RAM, SoundBlaster SoundCard를 사용한 시스템에서 구현하였다. 최종적으로 청취자는 2개의 스피커 또는 헤드폰을 이용하여 3D 음장을 경험하게 된다.

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Development of Partial Rendering Technology for Real-time Ray Tracing (실시간 레이트레이싱을 위한 부분 렌더링 기술 개발)

  • Kim, Inhyeok;Kim, Junghan;Kim, Taehyoung;Eom, Young Ik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.121-123
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    • 2013
  • 최근 그래픽 하드웨어/소프트웨어의 발전으로 실시간 환경에서 레이트레이싱 기술을 적용하려는 시도가 늘어나고 있다. 하지만 대부분의 최적화 기술들이 게임이나 설계와 같은 동적인 3D 응용에 적합한 효과적인 가속 구조 구축에 집중되어 있기 때문에 상대적으로 가속 구조 변경이 적은 UX 환경에는 적합하지 않다. 이에 본 논문에서는 3D 공간 안에 존재하는 물체의 변형보다는 물체가 사용하는 재질과 텍스쳐의 변형이 빈번한 UX 환경의 특징을 고려한 새로운 부분 렌더링 기술을 제안하고, 제안 기법이 실제 렌더링 시간을 얼마나 개선할 수 있는지를 실험을 통해 검증하였다.

Video Augmentation by Image-based Rendering

  • Seo, Yong-Duek;Kim, Seung-Jin;Sang, Hong-Ki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.147-153
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    • 1998
  • This paper provides a method for video augmentation using image interpolation. In computer graphics or augmented reality, 3D information of a model object is necessary to generate 2D views of the model, which are then inserted into or overlayed on environmental views or real video frames. However, we do not require any three dimensional model but images of the model object at some locations to render views according to the motion of video camera which is calculated by an SFM algorithm using point matches under weak-perspective (scaled-orthographic) projection model. Thus, a linear view interpolation algorithm is applied rather than a 3D ray-tracing method to get a view of the model at different viewpoints from model views. In order to get novel views in a way that agrees with the camera motion the camera coordinate system is embedded into model coordinate system at initialization time on the basis of 3D information recovered from video images and model views, respectively. During the sequence, motion parameters from video frames are used to compute interpolation parameters, and rendered model views are overlayed on corresponding video frames. Experimental results for real video frames and model views are given. Finally, discussion on the limitations of the method and subjects for future research are provided.

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Determination of Focal Laws for Ultrasonic Phased Array Testing of Dissimilar Metal Welds

  • Jing, Ye;Kim, Hak-Joon;Song, Sung-Jin;Song, Myung-Ho;Kang, Suk-Chull;Kang, Sung-Sik;Kim, Kyung-Cho
    • Journal of the Korean Society for Nondestructive Testing
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    • v.28 no.5
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    • pp.427-435
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    • 2008
  • Inspection of dissimilar metal welds using phased array ultrasound is not easy at all, because crystalline structure of dissimilar metal welds cause deviation and splitting of the ultrasonic beams. Thus, in order to have focusing and/or steering phased array beams in dissimilar metal welds, proper time delays should be determined by ray tracing. In this paper, we proposed an effective approach to solve this difficult problem. Specifically, we modify the Oglivy's model parameters to describe the crystalline structure of real dissimilar metal welds in a fabricated specimen. And then, we calculate the proper time delay and incident angle of linear phased array transducer in the anisotropic and inhomogeneous material for focusing and/or steering phased array ultrasonic beams on the desired position.

Efficient Sound Control Method in Virtual Environments Using Raytracing Based Diffraction

  • Kim, Jong-Hyun;Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.81-87
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    • 2022
  • In this paper, we propose diffraction-based sound control method to improve sound immersion in a virtual environment. The proposed technique can express the wave and flow of sound in a physical environment and a pattern similar to diffraction in real-time. Our approach determines whether there is an obstacle from the location of the sound source and then calculates the position of the new sound reflected and diffracted by the obstacle. Based on ray tracing, it determines whether or not it collides with an obstacle, and predicts the sound level of the agent behind the obstacle by using the vector reflected and refraction by the collision. In this process, the sound attenuation according to the distance/material is modeled by attenuating the size of the sound according to the number of reflected/refracted rays. As a result, the diffraction pattern expressed in the physics-based approach was expressed in real time, and it shows that the diffraction pattern also changes as the position of the obstacle is changed, thereby showing the result of naturally spreading the size of the sound. The proposed method restores the diffusion and diffraction characteristics of sound expressed in real life almost similarly.

Effect of Higher Order Form Factors on the Prediction of Room Acoustics by Extended Radiosity Method (확장 라디오시티법에 의한 실내음향 예측에 있어 고차 형태 계수의 영향)

  • 이희원;고일두;오양기;두세진;정대업
    • The Journal of the Acoustical Society of Korea
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    • v.22 no.1
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    • pp.7-13
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    • 2003
  • Numerous investigations have demonstrated that diffused reflection is one of the most important factors in predicting room acoustics by computer simulation. Recent studies have suggested several computational algorithms in order to account for diffused reflections in the ray tracing or beam tracing method. In this study, a computational algorithm for the calculation of diffuse sound reflections in the image method is suggested and a computer simulation system is developed based on the suggested algorithm. The methodology adopted in our computer simulation system is similar to the extended radiosity method, which is developed for the computer graphics. In a real room, sound energy is reflected in a partially diffused manner which results in four reflection combinations: diffuse-diffuse, specular-specular, diffuse-specular and specular-diffuse. In this study, higher order form factor is introduced to handle the four types of reflection combinations so that the partially diffused reflection could be modeled. In this paper, the concept of extended radiosity method is described and the approximate method of calculating higher order form factor is suggested. Finally, the effect of higher order form factors on the simulation of reverberation time is investigated.

High-Quality Global Illumination Production Using Programmable Graphics Hardware (프로그래밍 가능한 그래픽스 하드웨어를 사용한 고품질 전역 조영 생성)

  • Cha, Deuk-Hyun;Chang, Byung-Joon;Ihm, In-Sung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.414-419
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    • 2008
  • 3D rendering is a critical process for a movie production, advertisement, interior simulation, medical and many other fields. Recently, several effective rendering methods have been developed for the photo-realistic image generation. With a rapid performance enhancement of graphics hardware, physically based 3D rendering algorithm can now often be approximated in real-time games. However, the high quality of global illumination, required for the image generation in the 3D animation production community is a still very expensive process. In this paper, we propose a new rendering method to create photo-realistic global illumination effect efficiently by harnessing the high power of the recent GPUs. Final gathering routines in our global illumination module are accelerated by programmable graphics hardware. We also simulate physically based light transport on a ray tracing based rendering algorithm with photon mapping effectively.

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Visual Feedback System for Manipulating Objects Using Hand Motions in Virtual Reality Environment (가상 환경에서의 손동작을 사용한 물체 조작에 대한 시각적 피드백 시스템)

  • Seo, Woong;Kwon, Sangmo;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.9-19
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    • 2020
  • With the recent development of various kinds of virtual reality devices, there has been an active research effort to increase the sense of reality by recognizing the physical behavior of users rather than by classical user input methods. Among such devices, the Leap Motion controller recognizes the user's hand gestures and can realistically trace the user's hand in a virtual reality environment. However, manipulating an object in virtual reality using a recognized user's hand often causes the hand to pass through the object, which should not occur in the real world. This study presents a way to build a visual feedback system for enhancing the user's sense of interaction between hands and objects in virtual reality. In virtual reality, the user's hands are examined precisely by using a ray tracing method to see if the virtual object collides with the user's hand, and when any collision occurs, visual feedback is given through the process of reconstructing the user's hand by moving the position of the end of the user's fingers that enter the object through sign distance field and reverse mechanics. This enables realistic interaction in virtual reality in real time.