• Title/Summary/Keyword: realistic rendering

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Realistic Rainfall Effect Algorithm Comparison and Analysis (사실적인 비 내리는 효과 알고리즘 비교 및 분석)

  • Seo, Taeuk;Sung, Mankyu
    • Journal of Korea Multimedia Society
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    • v.22 no.1
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    • pp.99-109
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    • 2019
  • Realistic rendering of natural phenomena is a difficult problem. Many environmental factors must be considered to simulate this phenomenon. At the same time, we need to think about their computational complexity to be simulated with computer algorithm One of the most difficult problems in creating weather conditions is the rain. To simulate realistic rainy scene, you have to consider the physical properties of rain and the environmental where the rain is falling down as well. In this paper, we survey the modeling and rendering techniques for realistic rainfall scenes from three different aspects. First, we list up techniques for modeling raindrop dynamics. Second, we survey the rendering techniques that render the raindrop in the environment. Third, we take a look at the hybrid methods that combines the rendering the modeling at the same time. For each aspect, we compare the algorithms in terms of implementation and their speciality.

Volume Haptic Rendering Algorithm for Realistic Modeling (실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘)

  • Jung, Ji-Chan;Park, Joon-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

A Study on the Visual Effects of Non-Photorealistic Rendering Animation focusing on 'Paperman,' a Short Animation (넌-포토리얼리스틱(Non-Photorealistic) 렌더링 애니메이션의 시각 효과 기법 - 단편 애니메이션 Paperman을 중심으로)

  • Park, Sung-Won
    • Cartoon and Animation Studies
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    • s.40
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    • pp.139-155
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    • 2015
  • Animation is completed in accordance with the original planning of visual direction in the process of post-production. Especially, a variety of visualization skills to meet the planning idea are directed in editing and compositing processes such as rendering and shading in the production of 3D animation. Therefore, the studies how to implement these visual effects have been conducted since the emergence of the animation. The rendering method which appears in the recent animations so often is the effect of 2D animation style although it is applied by 3D technique. 3D animation can be classified as two types including photo realistic and non-photo realistic renderings. The former is to render the images realistically while the latter is to highlight the formative effect with analogue style free from the realism of the photographs. Visual effect of 2D animation is non-realistic, that is, non-photo realistic rendering. The animations produced by this method have the depth of 3D animation expression in terms of space and animating, and can direct the viewer-friendly analogue style visuals, which are widely used as a post-production effect. Hence in this study, we selected a short animation, 'Paperman,' one of Disney's animations, produced by cartoon rendering method which belongs to the class of non-photo rendering technique in 3D graphics, as our subject. We analyzed their techniques and visual effects of the scenes expressed by cartoon rendering method so as to understand whether they meet the original direction idea with the composition work. In addition, we expect further developments of post-production methods, exceeding the limit of graphic expression in alignment with the trend that has become more various in the types and genres of non-photo rendering.

View-Dependent Real-time Rain Streaks Rendering (카메라 의존적 파티클 시스템을 이용한 실시간 빗줄기 렌더링)

  • Im, Jingi.;Sung, Mankyu
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.468-480
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    • 2021
  • Realistic real-time rain streaks rendering has been treated as a very difficult problem because of various natural phenomena. Also, in creating and managing a large number of particles, a large amount of computer resources had to be used. Therefore, in this paper, we propose a more efficient real-time rain streaks rendering algorithm by generating view-dependent rain particles and expressing a large amount of rain even with a small number. By creating a 'rain space' dependent on the field of view of the camera moving in real time, particles are rendered only in that space. Accordingly, even if a small number of particles are rendered, since the rendering is performed in a limited space, an effect of rendering a very large amount of particles can be obtained. This enables very efficient real-time rendering of rain streaks.

Realistic Rendering of Woven Surface using Procedural Bump Mapping (절차적 범프 매핑을 이용한 직물표면의 사실적 렌더링)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.103-111
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    • 2010
  • In this paper, an procedural approach to photorealistic rendering of woven fabric material is proposed. Previously proposed procedural approaches to fabric rendering have the disadvantage that the rendering result is not sufficiently realistic. In order to enhance the realism, researchers employed example-based approaches. However, those methods have serious disadvantage that they require huge amount of storage for the various reflectance properties of diverse materials. The proposed method can express the reflectance on weft and warp yarns by alternating the anisotropic reflectance on yarns. In addition, we propose the proposed method procedurally models the bumpy yarn structure of woven fabric to obtain plausible rendering results. The proposed method can efficiently reproduce realistic virtual fabric without any reflectance data sets.

Realistic Skin Rendering for 3D Facial Makeup (3차원 얼굴 메이크업을 위한 사실적인 피부 렌더링)

  • Lee, Sang-Hoon;Kim, Hyeon-Joong;Choi, Soo-Mi
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.520-528
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    • 2013
  • Makeup simulation is a tool that tests various makeup methods on a virtual digital face using input and display devices. Although several simulation systems supporting various makeup styles have been recently developed, most systems have many limitations on realistic skin representations because they use 2D facial images. We develope a realistic makeup simulation method which can control skin reflectance and roughness parameters. The method allows a user to simulate makeup applications while changing skin parameters using high-resolution facial data acquired by 3D scanners. Besides we use a point-based shape representation which enables simple and flexible 3D rendering, and provide a more realistic makeup simulation by applying different skin parameters on each part of the face.

Analysis of Caustics Effect for Photo-Realistic Rendering in 3D Data (3D Data의 사실적 렌더링을 위한 Caustics 효과 분석)

  • Kim Jong-Seo;You Kang-Soo;Kwak Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.175-183
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    • 2006
  • In computer graphics, according as the rapid development of hardware can realize high-resolution image on the monitor, the more natural and accurate rendering skill is needed gradually, and the studies about high-level rendering algorithm are processing. There are two types in rendering skill. The one is photo-realistic rendering to realize accurate image like photos and the other is real-time rendering to realize rapid real-time render. This paper includes caustics expression about lights and materials of several photo-realistic rendering skills. First this paper analyzes how caustics is used and expressed in movies, and further realizes caustics effect using real renderer. This paper examines objective criterion and capability of plug-in through the objective experiment of renderer. Also this paper analyzes using environment on variables for caustics effect realization. The experimental results can be applied to many rendering works as useful data, and can be used as data to understand characteristic and capability.

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Incremental Image-Based Motion Rendering Technique for Implementation of Realistic Computer Animation (사실적인 컴퓨터 애니메이션 구현을 위한 증분형 영상 기반 운동 렌더링 기법)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.15B no.2
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    • pp.103-112
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    • 2008
  • Image-based motion capture technology is often used in making realistic computer animation. In this paper we try to implement image-based motion rendering by fixing a camera to a PC. Existing image-based rendering algorithms have disadvantages of high computational burden or low accuracy. The former disadvantage causes too long making-time of an animation. The latter disadvantage degrades reality in making realistic animation. To compensate for those disadvantages of the existing approaches, this paper presents an image-based motion rendering algorithm with low computational load and high estimation accuracy. In the proposed approach, an incremental motion rendering algorithm with low computational load is analyzed in the respect of optimal control theory and revised so that its estimation accuracy is enhanced. If we apply this proposed approach to optic motion capture systems, we can obtain additional advantages that motion capture can be performed without any markers, and with low cost in the respect of equipments and spaces.

Realistic Soap Bubble Appearance using Background Scene and Kelvin Temperature Matching

  • Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.265-270
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    • 2021
  • VR and AR contents provide a rich user experience [1]. Realistic content with human computer interaction and immersion provides an improved user experience, but there is a limit to producing all elements realistically. In this study, we propose a method to advance the rendering of immersive content using background color information [2]. First, the elements necessary for Kelvin temperature rendering are derived from the color and background as context elements, and the rendering effect has been realized in the soap bubble. For soap bubbles Kelvin temperature rendering, the average color of the background is extracted and the color with the highest similarity is applied by comparing the main color and Kelvin temperature.

Surface Model and Scattering Analysis for Realistic Game Character

  • Kim, Seongdong;Lee, Myounjae
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.109-116
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    • 2021
  • In this paper, we considered that recently 3D game characters have been almost alike realistic expression because of a great mathematical computation and efficient techniques on GPU hardware. We presented the rendering technique and analysis for 3D game characters to simulate and render mathematical approach model from recent researches to perform the game engine for the surface reflection of lighting model. We compare our approach with the existing variant rendering techniques here using Open GL shader language on game engine. The experimental result will be provided the view-dependent visual appearance of variant and effective modeling characters for realistic expression using existing methods on the GPU for effective simulations and rendering process. Since there are many operations that are used redundantly while performing mathematical operations, the necessary functions and requirements have been to compute in advance.