Rendering Algorithm

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Lingjen Chiang - One of the best experts on this subject based on the ideXlab platform.

  • a fast volume Rendering Algorithm for time varying fields using a time space partitioning tsp tree
    IEEE Visualization, 1999
    Co-Authors: Hanwei Shen, Lingjen Chiang
    Abstract:

    This paper presents a fast volume Rendering Algorithm for time-varying fields. We propose a new data structure, called Time-Space Partitioning (TSP) tree, that can effectively capture both the spatial and the temporal coherence from a time-varying field. Using the proposed data structure, the Rendering speed is substantially improved. In addition, our data structure helps to maintain the memory access locality and to provide the sparse data traversal so that our Algorithm becomes suitable for large-scale out-of-core applications. Finally, our Algorithm allows flexible error control for both the temporal and the spatial coherence so that a trade-off between image quality and Rendering speed is possible. We demonstrate the utility and speed of our Algorithm with data from several time-varying CFD simulations. Our Rendering Algorithm can achieve substantial speedup while the storage space overhead for the TSP tree is kept at a minimum.

  • IEEE Visualization - A fast volume Rendering Algorithm for time-varying fields using a time-space partitioning (TSP) tree
    Proceedings Visualization '99 (Cat. No.99CB37067), 1
    Co-Authors: Hanwei Shen, Lingjen Chiang
    Abstract:

    This paper presents a fast volume Rendering Algorithm for time-varying fields. We propose a new data structure, called Time-Space Partitioning (TSP) tree, that can effectively capture both the spatial and the temporal coherence from a time-varying field. Using the proposed data structure, the Rendering speed is substantially improved. In addition, our data structure helps to maintain the memory access locality and to provide the sparse data traversal so that our Algorithm becomes suitable for large-scale out-of-core applications. Finally, our Algorithm allows flexible error control for both the temporal and the spatial coherence so that a trade-off between image quality and Rendering speed is possible. We demonstrate the utility and speed of our Algorithm with data from several time-varying CFD simulations. Our Rendering Algorithm can achieve substantial speedup while the storage space overhead for the TSP tree is kept at a minimum.

Hanwei Shen - One of the best experts on this subject based on the ideXlab platform.

  • a parallel multiresolution volume Rendering Algorithm for large data visualization
    Parallel Computing, 2005
    Co-Authors: Jinzhu Gao, Chaoli Wang, Hanwei Shen
    Abstract:

    We present a new parallel multiresolution volume Rendering Algorithm for visualizing large data sets. Using the wavelet transform, the raw data is first converted to a multiresolution wavelet tree. To eliminate the data dependency between processors at run-time, and achieve load-balanced Rendering, we design a novel Algorithm to partition the tree and distribute the data along a hierarchical space-filling curve with error-guided bucketization. Further optimization is achieved by storing reconstructed data at pre-selected tree nodes for each processor based on the available storage resources to reduce the overall wavelet reconstruction cost. At run time, the wavelet tree is first traversed according to the user-specified error tolerance. Data blocks of different resolutions that satisfy the error tolerance are then decompressed and rendered to compose the final image in parallel. Experimental results showed that our Algorithm can reduce the run-time communication cost to a minimum and ensure a well-balanced workload among processors when visualizing gigabytes of data with arbitrary error tolerances.

  • a fast volume Rendering Algorithm for time varying fields using a time space partitioning tsp tree
    IEEE Visualization, 1999
    Co-Authors: Hanwei Shen, Lingjen Chiang
    Abstract:

    This paper presents a fast volume Rendering Algorithm for time-varying fields. We propose a new data structure, called Time-Space Partitioning (TSP) tree, that can effectively capture both the spatial and the temporal coherence from a time-varying field. Using the proposed data structure, the Rendering speed is substantially improved. In addition, our data structure helps to maintain the memory access locality and to provide the sparse data traversal so that our Algorithm becomes suitable for large-scale out-of-core applications. Finally, our Algorithm allows flexible error control for both the temporal and the spatial coherence so that a trade-off between image quality and Rendering speed is possible. We demonstrate the utility and speed of our Algorithm with data from several time-varying CFD simulations. Our Rendering Algorithm can achieve substantial speedup while the storage space overhead for the TSP tree is kept at a minimum.

  • IEEE Visualization - A fast volume Rendering Algorithm for time-varying fields using a time-space partitioning (TSP) tree
    Proceedings Visualization '99 (Cat. No.99CB37067), 1
    Co-Authors: Hanwei Shen, Lingjen Chiang
    Abstract:

    This paper presents a fast volume Rendering Algorithm for time-varying fields. We propose a new data structure, called Time-Space Partitioning (TSP) tree, that can effectively capture both the spatial and the temporal coherence from a time-varying field. Using the proposed data structure, the Rendering speed is substantially improved. In addition, our data structure helps to maintain the memory access locality and to provide the sparse data traversal so that our Algorithm becomes suitable for large-scale out-of-core applications. Finally, our Algorithm allows flexible error control for both the temporal and the spatial coherence so that a trade-off between image quality and Rendering speed is possible. We demonstrate the utility and speed of our Algorithm with data from several time-varying CFD simulations. Our Rendering Algorithm can achieve substantial speedup while the storage space overhead for the TSP tree is kept at a minimum.

Sukju Kang - One of the best experts on this subject based on the ideXlab platform.

  • adaptive weight allocation based subpixel Rendering Algorithm
    IEEE Transactions on Circuits and Systems for Video Technology, 2014
    Co-Authors: Sukju Kang
    Abstract:

    In this letter, a new approach is presented for adaptive weight allocation-based subpixel Rendering in organic light-emitting diode displays. Subpixel Rendering is used to enhance the apparent resolution without changing a pixel structure. Existing methods have blurring and color fringing artifact after subpixel Rendering. The proposed method, on the other hand, dynamically controls weights of current and neighboring pixels based on color difference. Thus, it preserves the image quality, while increasing the resolution. In experiments, the proposed subpixel Rendering improved luminance sharpness by up to 0.043, when compared with the benchmark methods. For chrominance blending, the peak signal-to-noise ratio of the proposed method was up to 6.192 dB higher than those of benchmark methods.

  • color difference based subpixel Rendering for matrix displays
    IEEE\ OSA Journal of Display Technology, 2013
    Co-Authors: Sukju Kang
    Abstract:

    In this paper, we present a new subpixel Rendering Algorithm considering adaptively weighting factors of the current and neighboring subpixels for matrix displays. The proposed method divides gray levels into several bins computing the absolute color difference between the current subpixel and neighboring subpixels. Then, it adaptively assigns weighting factors to the current and neighboring subpixels. In the experiments using test images, the proposed subpixel Rendering Algorithm improved the average luminance sharpness by up to 0.124, when compared to benchmarks methods. For the chrominance blending, the average peak signal-to-noise ratio (PSNR) of the proposed method was up to 1.415 dB higher than those of the benchmarks methods.

  • luminance difference based adaptive subpixel Rendering Algorithm for matrix displays
    International Conference on Consumer Electronics, 2012
    Co-Authors: Sukju Kang, Seonggyun Kim, Youngwon Song
    Abstract:

    This paper presents an adaptive subpixel Rendering Algorithm that uses the luminance difference between the current subpixel and neighboring subpixels. The proposed method reduces both the color fringing artifact and blurring, thereby enhancing greatly the image quality.

  • ICCE - Luminance-difference-based adaptive subpixel Rendering Algorithm for matrix displays
    2012 IEEE International Conference on Consumer Electronics (ICCE), 2012
    Co-Authors: Sukju Kang, Seonggyun Kim, Youngwon Song
    Abstract:

    This paper presents an adaptive subpixel Rendering Algorithm that uses the luminance difference between the current subpixel and neighboring subpixels. The proposed method reduces both the color fringing artifact and blurring, thereby enhancing greatly the image quality.

Zhou Zhong - One of the best experts on this subject based on the ideXlab platform.

  • A LOD Terrain Rendering Algorithm based on Quad-tree
    Computer Simulation, 2008
    Co-Authors: Zhou Zhong
    Abstract:

    In order to solve the problem of high ram space cost and low efficiency in outdoor scenery Rendering in 3D games, a LOD(Level of Detail) terrain Rendering Algorithm based on quad-tree was proposed and multi-resolution terrain mesh Rendering was realized.A method of quad-tree grid was used which stored sharing vertexes exclusively.The technique of procedural texture synthesis was applied into multi-texture mapping to simulate the real terrain effect including various physiognomies.Experimental results proved that the Algorithm is better than Lindstrom's in space,efficiency and reality.

Zhou Ming-zhu - One of the best experts on this subject based on the ideXlab platform.

  • Luminance and Depth Based Real-time Depth of Field Rendering Algorithm
    Computer Simulation, 2012
    Co-Authors: Zhou Ming-zhu
    Abstract:

    According to the luminance and depth information,a real-time depth of field Rendering Algorithm of Augmented Reality was proposed based on the research of lens image and ideal camera model.The Algorithm with OpenGL and VisualStudio2008 were realized.At first,virtual objects were merged into the real scenes by establishing three-dimensional coordinate system for real-time tracking and access to the real scene depth information.Next,the merged image was rendered,which depended on the brightness and the depth of the scene.Last,the images were merged and the simulated effect of depth was output to the screen.The result shows that the Algorithm is much closer to reality,and it can be used to the AR system.