• Title/Summary/Keyword: ambient occlusion

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Fast Ambient Occlusion Volume Rendering using Local Statistics (지역적 통계량을 이용한 고속 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.158-167
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    • 2015
  • This study presents a new method to improve the speed of high quality volume rendering. We improve the speed of ambient occlusion which is one of the global illumination techniques used in traditional volume visualization. Calculating ambient occlusion takes much time because it determines an illumination value of a sample by integrating opacities of nearby samples. This study proposes an improved method for this by using local statistics such as averages and standard deviations. We calculate local statistics for each volume block, a set of nearby samples, in pre-processing time. In the rendering process, we efficiently determine the illumination value by assuming the density distribution as a normal distribution. As the results, we can generate high quality images that combine ambient occlusion illumination with local illumination in real time.

Ambient Occlusion Volume Rendering using Multi-Range Statistics (다중 영역 통계량을 이용한 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.27-35
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    • 2015
  • This study presents a volume rendering method using ambient occlusion which is one of global illumination methods. By considering the volume density distribution as normal distribution, ambient occlusion can be calculated at real-time speed regardless of modification of opacity transfer function. We calculate and store the averages and standard deviations of densities in a block centered at each voxel in pre-processing time. In rendering process, we determine the illumination value by estimating the nearby opacity. We generalized theoretical model and generated better quality images improving our previous research. In detail, various shapes of transfer function can be used due to the proposed equation model. Moreover, we introduced a multi-range model to give nearer objects more weight. As the result, more realistic volume rendering image can be generated at real-time speed by mixing local and ambient occlusion shading.

Ambient Occlusion Rendering Technique in the Mobile Platform utilizing Lookup Table (Lookup Table을 활용한 Mobile Platform에서의 Ambient Occlusion 렌더링 기법)

  • Park, Ju-Sang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.851-854
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    • 2015
  • 게임, 영화, 애니메이션 분야에 이르기까지 3D 렌더링 기술은 많은 분야에 걸쳐 활용되고 있으며, 이러한 3D 렌더링 기술의 발전으로 현실감있는 표현이 점차 가능해지고 있다. 영화나 애니메이션이 많은 시간과 비용을 들여 고품질의 영상을 만들어 내는 반면에, 게임은 실시간으로 고품질의 영상을 만들어 내며, 이를 위해서는 많은 연산을 필요로 한다. 그래서 게임에 고품질의 렌더링 기술을 적용하기 위해서는 상당히 높은 성능의 하드웨어를 필요로 하며, 현재 점차 높은 성능의 하드웨어가 개발되고 보급되기 시작하면서, 게임에 실시간으로 적용 가능한 다양한 렌더링 기술이 개발되고 있는 상황이다. 하지만 이것은 PC 플랫폼만 국한된 상황이며, 모바일 기기가 가지는 성능상의 제약으로 인해서 모바일 기기에 이러한 PC 플랫폼 기반에서 적용되는 3D 렌더링 기술을 적용하기란 여간 힘든 일이 아닐 수 없다. 본 논문에서는 3D 렌더링 기술 중에 하나인 Ambient Occlusion 기법을, 모바일 디바이스가 제공하는 하드웨어적인 한계를 극복하고 보다 향상된 렌더링 속도로 기존 PC 환경과 유사한 효과를 표현하기 위한 렌더링 기법을 제안하고자 한다.

Computational Integral Imaging Reconstruction of a Partially Occluded Three-Dimensional Object Using an Image Inpainting Technique

  • Lee, Byung-Gook;Ko, Bumseok;Lee, Sukho;Shin, Donghak
    • Journal of the Optical Society of Korea
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    • v.19 no.3
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    • pp.248-254
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    • 2015
  • In this paper we propose an improved version of the computational integral imaging reconstruction (CIIR) for visualizing a partially occluded object by utilizing an image inpainting technique. In the proposed method the elemental images for a partially occluded three-dimensional (3D) object are recorded through the integral imaging pickup process. Next, the depth of occlusion within the elemental images is estimated using two different CIIR methods, and the weight mask pattern for occlusion is generated. After that, we apply our image inpainting technique to the recorded elemental images to fill in the occluding area with reliable data, using information from neighboring pixels. Finally, the inpainted elemental images for the occluded region are reconstructed using the CIIR process. To verify the validity of the proposed system, we carry out preliminary experiments in which faces are the objects. The experimental results reveal that the proposed system can dramatically improve the quality of a reconstructed CIIR image.

A Study on Replacing Method Global Illumination Using Ambient Occlusion (Ambient Occlusion을 이용한 Global Illumination 대체기법 연구)

  • Park, Jae-Wook;Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.493-510
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    • 2014
  • From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.

The Epigraph Reading Method using a Visualization Technique based on Morphological Characteristics of the Letters (각자된 글자의 형태적 시각화를 이용한 금석문 판독방법)

  • Choi, Won-Ho;Ko, Sun-Woo
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.740-749
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    • 2017
  • The epigraphy is a text or a picture engraved on metal or stone. One of advantages of rubbing of ancient inscription has been used in epigraphic field is simple. But the rubbing is not an optimal method in viewpoints of resolution and noise to decode the inscribed characters. In this study, we proposed a new research method that increases the possibility of a reading by reflecting the 3D characteristics of the engraved letters. The proposed techniques apply 3D scanning technology to obtain three-dimensional and high quality data of each of the letters in the epigraphy and use Ambient Occlusion visualization techniques to express the shade according to the 3D form of the letters. Research result enhances the readability of the letters that removed the damaged and worn information from the letters information of surface. This research contributes to narrow the scope of a particular letter and read to the controversial letters on the Pohang Jungsoengri Silla Stone Monument(Korea's national treasure number 318).

Application of 3D Digital Documentation to Natural Monument Fossil Site (천연기념물 화석산지의 3차원 디지털 기술 적용)

  • Kong, Dal-Yong;Lim, Jong-Deock;Wohn, Kwang-Yeon;Ahn, Jae-Hong;Kim, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.492-502
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    • 2011
  • 20 fossil sites of numerous fossil sites in Korea have been designated as Natural Monument for protection and conservation. Many of the sites which is located at the coastal area have been gradually disfigured by natural weathering, erosion and human activity. Thus the conservation of the original form and the documentation for the original figure are necessary. In this study, we applied 3D digital documentation to Natural Monument No. 394, Haenam Uhangri dinosaur, pterosaur, and bird footprint fossil site, for maintaining the original form of the dinosaur footprints. We were able to obtain the 3D digital data on two dinosaur footprint sites, a high resolution distributional map, and more accurate digital data of the dinosaur footprints applied the rendering method by ambient occlusion. 3D digital data on the dinosaur footprints is worth for the conservation and research data, moreover content for applying to the various fields such as to make 3D brochure, interactive contents, and so on.

Realistic Re-lighting System with Occlusion (사실적인 리라이팅 시스템 연구)

  • Park, Jae-Wook
    • Cartoon and Animation Studies
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    • s.38
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    • pp.133-144
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    • 2015
  • Lighting work on 3D animation requires much time and labor. For example, about 60 lighting artists were needed for the theater animation named Postman Pat the Movie globally distributed in 2014. These artists were needed to rapidly respond with shot feedback. However, complicated shots required much of rendering time. Therefore, it was difficult to correspond the work in the middle of test rendering. After 2005, re-lighting techniques were developed to cope with such situations. However, it was not feasible to create shadow with current re-lighting technique which doesn't make natural or realistic result. This paper has realized relighting system that could realistic quality while maintaining fast calculation by applying rasterized ambient occlusion to the relighting calculation of each of the lights. This relighting system has been used for the Hollywood animation titled "Postman Pat: The Movie" globally released in 2014. It is anticipated for this method to be more widely used for animation manufacture that other manufacturers can reduce expenses and create well completed output in the future.

Analysis of Harmonic Mean Distance Calculation in Global Illumination Algorithms (전역 조명 알고리즘에서의 조화 평균 거리 계산의 분석)

  • Cha, Deuk-Hyun;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.2
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    • pp.186-200
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    • 2010
  • In order to render global illumination realistically, we need to accurately compute the direct and indirect illumination that represents the light information incoming through complex light paths. In this process, the indirect illumination at given point is greatly affected by surrounding geometries. Harmonic mean distance is a mathematical tool which is often used as a metric indicating the distance from a surface point to its visible objects in 3D space, and plays a key role in such advanced global illumination algorithms as irradiance/radiance caching and ambient occlusion. In this paper, we analyze the accuracy of harmonic mean distance estimated against various environments in the final gathering and photon mapping methods. Based on the experimental results, we discuss our experiences and future directions that may help develop an effective harmonic mean distance computation method in the future.

Marker Detection by Using Affine-SIFT Matching Points for Marker Occlusion of Augmented Reality (증강현실에서 가려진 마커를 위한 Affine-SIFT 정합 점들을 이용한 마커 검출 기법)

  • Kim, Yong-Min;Park, Chan-Woo;Park, Ki-Tae;Moon, Young-Shik
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.2
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    • pp.55-65
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    • 2011
  • In this paper, a novel method of marker detection robust against marker occlusion in augmented reality is proposed. the proposed method consists of four steps. In the first step, in order to effectively detect an occluded marker, we first utilize the Affine-SIFT (ASIFT, Affine-Scale Invariant Features Transform) for detecting matching points between an enrolled marker and an input images with an occluded marker. In the second step, we apply the Principal Component Analysis (PCA) for eliminating outlier of the matching points in the enrolled marker. And then matching points are projected to the first and second axis for longest value and the shortest value of an ellipse are determined by average distance between the projected points and a center of the points. In the third step, Convex-hull vertices including matching points are considered as polygon vertices for estimating a geometric affine transformation. In the final step, by estimating the geometric affine transformation of the points, a marker robust against a marker occlusion is detected. Experimental results have shown that the proposed method effectively detects occlude markers.