• Title/Summary/Keyword: subsurface scattering

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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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Subsurface Scattering for Realistic Point-based Rendering (사실적인 포인트 기반 렌더링을 위한 서브서피스 스캐터링 방법)

  • Kim, Hyeon-Joong;Choi, Soo-Mi
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.11-21
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    • 2012
  • Point-based rendering has gained much attention as an alternative to polygon-based rendering because of its simplicity and flexibility. However, current point-based rendering techniques do not provide a sufficient rendering quality for translucent materials such as human skin. In this paper, we propose a point-based rendering framework with subsurface scattering of light, which is important to create the soft and semi-translucent appearance of human skin. To accurately simulate subsurface scattering in multi-layer materials, we present splat-based diffusion to apply a linear combination of several Gaussian basis functions to each splat in object space. Compared to existing point-based approaches, our method offers a significantly improved visual quality in rendering human faces.

Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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Measurement-based Face Rendering reflecting Positional Scattering Properties (위치별 산란특성을 반영한 측정기반 얼굴 렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.137-144
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    • 2009
  • This paper predicts 6 facial regions that may have sharply different scattering properties, rendering the face more realistically based on their diffusion profiles. The scattering properties are acquired in the form of high dynamic range by photographing the pattern formed around an unit ray incident on facial skin. The acquired data are fitted to a 'linear combination of Gaussian functions', which well approximates the original diffusion profile of skin and has good characteristics as the filter. During the process, to prevent its solutions from converging into local minima, we take advantage of the genetic algorithm to set up the initial value. Each Gaussian term is applied to the irradiance map as a filter, expressing subsurface scattering effect. In this paper, to efficiently handle the maximum 12 Gaussian filterings, we make use of the parallel capacity of CUDA.

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Application of Diffraction Tomography to GPR Data (지표레이다 자료에 대한 회절지오토모그래피의 적용성 연구)

  • Kim Geun-Young;Shin Changsoo;Suh Jung Hee
    • Geophysics and Geophysical Exploration
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    • v.1 no.1
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    • pp.64-70
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    • 1998
  • Diffraction tomography (DT) is a quantitative technique for high resolution subsurface imaging. In general DT algorithm is used for crosswell imaging. In this study high resolution GPR DT algorithm which is able to reconstruct high resolution image of subsurface structures in multi-monostatic geometry is developed. Developed algorithm is applied to finite difference data and its criteria of application and its limit are studied. Inversion parameters (number of imaging frequency, regularization factor, frequency range) are deduced from isolated weak scattering model. And the usuability of the algorithm is proved by applying to models which break the weak scattering approximation.

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A study on the anntenna design for subsurface cw radar above the earth surface (지표면에서 연속 전자파를 사용하는 지하 탐사용 안테나 설계에 관한 연구)

  • 박동국;류재우;라정웅
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.31A no.12
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    • pp.23-30
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    • 1994
  • In this paper, we present an antenna which can be used for subsurface continuous wave electromagnetic probing. Its input impedance and transmission coefficient of the two port scattering parameters, S$_{21}$, are calculated numerically and the numerical results are compared with measured values from laboratory scale-down experiment. Scale-down experiemtn results using this antenna show that we can detect a metallic pipe, which has 0.8 cm in diameter and buried at a depth of 5.7cm in saline solution, in frequency range from 200 MHz to 1000 MHz.

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Surface and Interface Analysis with Medium Energy Ion Scattering Spectroscoppy

  • Moon, Dae-Wom
    • Proceedings of the Korean Vacuum Society Conference
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    • 1998.02a
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    • pp.129-129
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    • 1998
  • Most of the surface/interface analysis tools have limited depth profiling c capability in terms of the profiling range and the depth resolution. However, M MEIS can profile the surface and subsurface composition and structure q quantitatively and non-destructively with atomic layer depth resolution. I In this presentation, the MEIS system developed at KRISS will be briefly d described with an introduction on the principle of MEIS. Recent MEIS r results on the surface and interface composition and structural change due to i ion bombardment will be presented for preferential sputtering of T:없Os and d damage depth profiles of SHooD, Pt(l11), and Cu(l1D due to Ar+ ion b bombardment. Direct observation of strained Si lattices and its distribution i in the SHool)-SiCh interface and the initial stage of Co growth on Pt(l11) w will be reported. H surfactant effects on epitaxial growth of Ge on Si(ooD w will be discussed with STM results from SND.

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Comparison of synthetic seismograms referred to inhomogeneous medium (불균질 매질에 따른 인공 합성 탄성파 자료 비교)

  • Kim, Young-Wan;Jang, Seung-Hyung;Yoon, Wang-Joong;Suh, Sang-Yong
    • 한국지구물리탐사학회:학술대회논문집
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    • 2007.06a
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    • pp.197-202
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    • 2007
  • Most of seismic reflection prospecting assumes subsurface formation to be homogeneous media. These models are not capable of estimating small scale heterogeneity which is verified by well log data or drilling core. And those synthetic seismograms by homogeneous media are limited to explain various changes at field data. So we developed a inhomogeneous velocity model which can estimate inhomogeneity of background medium to implement numerical modeling from homogeneous medium and inhomogeneous medium on the model. Background medium using three autocorrelation functions in order to generate inhomogeneous velocity media was according to dominant wavelength of background medium and correlation length of random medium. And then we compared shot gathers. The results show that numerical modeling implemented at inhomogeneous medium depicts complex wave propagation of field data.

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Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation (반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.31-42
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    • 2007
  • In the natural world, most materials such as skin, marble and cloth are translucent. Their appearance is smooth and soft compared with metals or mirrors. In this paper, we propose a new GPU based hierarchical rendering technique for translucent materials, based on the dipole diffusion approximation, at interactive rates. Information of incident light, position, normal, and irradiance, on the surfaces are stored into 2D textures by rendering from a primary light view. Huge numbers of pixel photons are clustered into quad-tree image pyramids. Each pixel, we select clusters (sets of photons), and then we approximate multiple subsurface scattering term with the clusters. We also introduce a novel hierarchical screen-space interpolation technique by exploiting spatial coherence with early-z culling on the GPU. We also build image pyramids of the screen using mipmap and pixel shader. Each pixel of the pyramids is stores position, normal and spatial similarity of children pixels. If a pixel's the similarity is high, we render the pixel and interpolate the pixel to multiple pixels. Result images show that our method can interactively render deformable translucent objects by approximating hundreds of thousand photons with only hundreds clusters without any preprocessing. We use an image-space approach for entire process on the GPU, thus our method is less dependent to scene complexity.

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Borehole Elemental Concentration Logs: Theory, Current Trends and Next Level (암석구성성분검층: 원리, 연구동향 및 향후 과제)

  • Shin, Jehyun;Hwang, Seho
    • Geophysics and Geophysical Exploration
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    • v.22 no.3
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    • pp.149-159
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    • 2019
  • Borehole elemental concentration logging, measuring neutron-induced gamma rays by inelastic scattering and neutron capture interactions between neutron and formation, delivers concentrations of the most common elements found in the minerals and fluids of subsurface formation. X-ray diffraction and X-ray fluorescence analysis from core samples are traditionally used to understand formation composition and mineralogy, but it represents only part of formations. Additionally, it is difficult to obtain elemental analysis over the whole intervals because of poor core recovery zones such as fractures or sand layers mainly responsible for groundwater flow. The development of borehole technique for in situ elemental analysis plays a key role in assessing subsurface environment. Although this technology has advanced consistently starting from conventional and unconventional resources evaluation, it has been considered as exclusive techniques of some major service company. As regards domestic research and development, it has still remained an unexplored field because of some barriers such as the deficiency of detailed information on tools and calibration facility for chemistry and mineralogy database. This article reviews the basic theory of spectroscopy measurements, system configuration, calibration facility, and current status. In addition, this article introduces the domestic researches and self-development status on borehole elemental concentration tools.