• Title/Summary/Keyword: realistic rendering

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3DTIP: 3D Stereoscopic Tour-Into-Picture of Korean Traditional Paintings (3DTIP: 한국 고전화의 3차원 입체 Tour-Into-Picture)

  • Jo, Cheol-Yong;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.616-624
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    • 2009
  • This paper presents a 3D stereoscopic TIP (Tour Into Picture) for Korean classical paintings being composed of persons, boat, and landscape. Unlike conventional TIP methods providing 2D image or video, our proposed TIP can provide users with 3D stereoscopic contents. Navigating a picture with stereoscopic viewing can deliver more realistic and immersive perception. The method firstly makes input data being composed of foreground mask, background image, and depth map. The second step is to navigate the picture and to obtain rendered images by orthographic or perspective projection. Then, two depth enhancement schemes such as depth template and Laws depth are utilized in order to reduce a cardboard effect and thus to enhance 3D perceived depth of the foreground objects. In experiments, the proposed method was tested on 'Danopungjun' and 'Muyigido' that are famous paintings made in Chosun Dynasty. The stereoscopic animation was proved to deliver new 3D perception compared with 2D video.

An Enhancement Technique for Separation of Direct Light and Global Light Using High Frequency Illumination pattern (고주파 조명패턴을 사용한 직접광과 간접광의 분리성능 향상 기법)

  • Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1262-1272
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    • 2009
  • In computer graphics, there exist many studies about illumination and radiance for a realistic description of the 3D modeling and rendering. When we see a scene, the scene is lit by a source of light and the radiance of the points by a source in the scene. The radiance has direct light and glight component. The direct light gets lights directly from light source, but the global light gets lights indirectly by interreflections among complicated geometrical components. In this paper, we studied a method for increasing the accuracy of separating direct light and global light components from a scene by using high frequency illumination pattern. For experiments, we applied the separating method of Nayar's and found the best configurations for the separation through the experiments. We improved the separation accuracy of direct and global light by measuring the value of unilluminated area, which depends on the characteristics of object. Furthermore, we enhanced invisible scene of the global light by applying the image filtering technique.

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Depth map temporal consistency compensation using motion estimation (움직임 추정을 통한 깊이 지도의 시간적 일관성 보상 기법)

  • Hyun, Jeeho;Yoo, Jisang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.438-446
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    • 2013
  • 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.

Synthesis of Ocean Wave Models and Simulation Using GPU (바다물결 모형의 합성 및 GPU를 이용한 시뮬레이션)

  • Lee, Dong-Min;Lee, Sung-Kee
    • The KIPS Transactions:PartA
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    • v.14A no.7
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    • pp.421-434
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    • 2007
  • Among many other CG generated natural scenes, the representation of ocean surfaces is one of the most complicated and time-consuming problem because of its large extent and complex surface movement. We present a hybrid method to represent and animate unbound deep-water ocean surfaces by utilizing graphics processor as both simulation and rendering core. Our technique is mainly based on spectral approaches that generate a high-detailed height field using Fourier transform on a 2D regular grid. Additionally, we incorporate Gerstner model and generate low-detailed height field on a 2D projected grid in order to represent large waves and main structure of ocean surface. There is no interruption between CPU and GPU, and no need to transfer simulation results from the system memory to graphics hardware because the entire simulation and rending processes are done on graphics processor. As a result we can synthesize and render realistic water surfaces in real-time. Proposed techniques are readily adoptable to real-time applications such as computer games that have heavy work load on CPU but still demand plausible natural scenes.

A 3D Audio Broadcasting Terminal for Interactive Broadcasting Services (대화형 방송을 위한 3차원 오디오 방송단말)

  • Park Gi Yoon;Lee Taejin;Kang Kyeongok;Hong Jinwoo
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.22-30
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    • 2005
  • We implement an interactive 3D audio broadcasting terminal which synthesizes an audio scene according to the request of a user. Audio scene structure is described by the MPEG-4 AudioBIFS specifications. The user updates scene attributes and the terminal synthesizes the corresponding sound images in the 3D space. The terminal supports the MPEG-4 Audio top nodes and some visual nodes. Instead of using sensor nodes and route elements, we predefine node type-specific user interfaces to support BIFS commands for field replacement. We employ sound spatialization, directivity/shape modeling, and reverberation effects for 3D audio rendering and realistic feedback to user inputs. We also introduce a virtual concert program as an application scenario of the interactive broadcasting terminal.

Development of Cholecystectomy Simulation for Laparoscopic Surgery Training (복강경수술 훈련용 담낭 절제술 시뮬레이션 개발)

  • Kim, Young-Jun;Roy, Frederick;Lee, Seung-Bin;Seo, Joon-Ho;Lee, Deuk-Hee;Park, Se-Hyung
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.5
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    • pp.303-311
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    • 2012
  • Laparoscopic surgery is a surgical procedure which uses long laparoscopic instruments through tiny holes in abdomen while watching images from a laparoscopic camera through umbilicus. Laparoscopic surgeries have many advantages rather than open surgeries, however it is hard to learn the surgical skills for laparoscopic surgery. Recently, some virtual simulation systems for laparoscopic surgery are developed to train novice surgeons or resident surgeons. In this study, we introduce the techniques that we developed for laparoscopic surgical training simulator for cholecystectomy (gallbladder removal), which is one of the most frequently performed by laparoscopic surgery. The techniques for cholecystectomy simulation include modeling of human organs (liver, gallbladder, bile ducts, etc.), real-time deformable body calculation, realistic 3D visualization of surgical scene, high-fidelity haptic rendering and haptic device technology, and so on. We propose each simulation technique for the laparoscopic cholecystectomy procedures such as identifying cystic duct and cystic artery to clamp and cut, dissecting connective tissues between the gallbladder and liver. In this paper, we describe the techniques and discuss about the results of the proposed cholecystectomy simulation for laparoscopic surgical training.

A Soft Shadow Technique for a Real-time Mobile Ray Tracing Hardware (실시간 모바일 레이트레이싱 하드웨어를 위한 소프트 쉐도우 생성 기법)

  • Kwon, Hyuck-Joo;Hong, Dukki;Park, Woo-Chan;Lee, Sanghoon
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.55-64
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    • 2017
  • In this paper, a novel soft shadow method is suggested to support realistic shadows in mobile ray tracing. In ray tracing, soft shadow is generally generated by sampling a shadow ray. As this sampling method increases the number of rays to be processed, it has undermined the performance. We designed the proposed soft shadow processing method and hardware architecture to overcome this problem through selective shadow generation and triangle address caching for minimizing the performance degradation caused by sampling. The proposed hardware architecture can be integrated into a mobile ray-tracing hardware and was evaluated in terms of its performance on the FPGA. Based on the results, the rendering performance about 4, 8, and 16 samples were improved, respectively, by 40%, 50%, and 56% on average compared to the previous method, and it was found that the real-time soft shadow processing is feasible with the proposed hardware architecture.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

Virtual Make-up System Using Light and Normal Map Approximation (조명 및 법선벡터 지도 추정을 이용한 사실적인 가상 화장 시스템)

  • Yang, Myung Hyun;Shin, Hyun Joon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.55-61
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    • 2015
  • In this paper, we introduce a method to synthesize realistic make-up effects on input images efficiently. In particular, we focus on shading on the make-up effects due to the lighting and face curvature. By doing this, we can synthesize a wider range of effects realistically than the previous methods. To do this, the information about lighting information together with the normal vectors on all pixels over the face region in the input image. Since the previous methods that compute lighting information and normal vectors require relatively heavy computation cost, we introduce an approach to approximate lighting information using cascade pose regression process and normal vectors by transforming, rendering, and warping a standard 3D face model. The proposed method consumes much less computation time than the previous methods. In our experiment, we show the proposed approximation technique can produce naturally looking virtual make-up effects.

Improved Radial Sweep Algorithm for 3-dimensional Terrain Modelling (3차원 지형 모델링을 위한 개선된 Radial Sweep 알고리즘)

  • Ryoo, Seung-Taek;Ahn, Chung-Hyun;Yoon, Kyung-Hyun
    • Journal of Korean Society for Geospatial Information Science
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    • v.5 no.2 s.10
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    • pp.77-85
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    • 1997
  • Researches in the field of Computer Graphics and Geographical Information Systems(GIS) have extensively studied the method of photo-realistic landscape modelling, because it have become a commom requirement in applications such as flight simulators, mission rehearsal, and construction planning. A common approach to the display of terrain uses a Digital Elevation Model(DEM). DEM is an evenly spaced array of the terrain elevation data and can be obtained from stereo satellite data. With the DEM data, the process of 3D terrain modelling consists of three steps. The first step is to extract the meaningful data (such as peak, pit, passes...) from DEM data based on LOD(Level Of Detail) criteria. The second is to construct the 3D surface by TIN, which represents a surface as a set of non-overlapping continuous triangular facets of irregular size and shape. The third is a rendering of 3D terrain model. The goal of this research is a construction of 3D terrain with TIN. To do this, we are going to app]y Radial Sweep Algorithm. Radial Sweep Algorithm for generating TIN works quickly and efficiently. However, it does not solve the problem caused by the approximated nature of triangulated surface. To solve this problem, this research derive improved radial sweep algorithms with the optimal triangle definition.

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