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Featured researches published by Byungjoon Chang.


symposium on computer animation | 2006

Practical animation of turbulent splashing water

Janghee Kim; Deukhyun Cha; Byungjoon Chang; Bon-Ki Koo; Insung Ihm

Despite recent advances in fluid animation, producing small-scale detail of turbulent water still remains challenging. In this paper, we extend the well-accepted particle level set method in an attempt to integrate the dynamic behavior of splashing water easily into a fluid animation system. Massless marker particles that still escape from the main body of water, in spite of the level set correction, are transformed into water particles to represent subcell-level features that are hard to capture with a limited grid resolution. These physical particles are then moved in the air through a particle simulation system that, combined with the level set, creates realistic turbulent splashing. In the rendering stage, the particles physical properties such as mass and velocity are exploited to generate a natural appearance of water droplets and spray. In order to visualize the hybrid water, represented in both level set and water particles, we also extend a Monte Carlo ray tracer so that the particle agglomerates are smoothed, thickened, if necessary, and rendered efficiently. The effectiveness of the presented technique is demonstrated with several examples of pictures and animations.


high performance graphics | 2009

Selective and adaptive supersampling for real-time ray tracing

Bongjun Jin; Insung Ihm; Byungjoon Chang; Chan-Min Park; Won-Jong Lee; Seok-yoon Jung

While supersampling is an essential element for high quality rendering, high sampling rates, routinely employed in offline rendering, are still considered quite burdensome for real-time ray tracing. In this paper, we propose a selective and adaptive supersampling technique aimed at the development of a real-time ray tracer on todays many-core processors. For efficient utilization of very precious computing time, this technique explores both image---space and object---space attributes, which can be easily gathered during the ray tracing computation, minimizing rendering artifacts by cleverly distributing ray samples to rendering elements according to priorities that are selectively set by a user. Our implementation on the current GPU demonstrates that the presented algorithm makes high sampling rates as effective as 9 to 16 samples per pixel more affordable than before for real-time ray tracing.


ieee vgtc conference on visualization | 2008

Computing local signed distance fields for large polygonal models

Byungjoon Chang; Deukhyun Cha; Insung Ihm

The signed distance field for a polygonal model is a useful representation that facilitates efficient computation in many visualization and geometric processing tasks. Often it is more effective to build a local distance field only within a narrow band around the surface that holds local geometric information for the model. In this paper, we present a novel technique to construct a volumetric local signed distance field of a polygonal model. To compute the local field efficiently, exactly those cells that cross the polygonal surface are found first through a new voxelization method, building a list of intersecting triangles for each boundary cell. After their neighboring cells are classified, the triangle lists are exploited to compute the local signed distance field with minimized voxel‐to‐triangle distance computations. While several efficient methods for computing the distance field, particularly those harnessing the graphics processing units (GPUs) processing power, have recently been proposed, we focus on a CPU‐based technique, intended to deal flexibly with large polygonal models and high‐resolution grids that are often too bulky for GPU computation.


Computers & Graphics | 2012

Technical Section: Construction of efficient kd-trees for static scenes using voxel-visibility heuristic

Byeongjun Choi; Byungjoon Chang; Insung Ihm

In the ray-tracing community, the surface-area heuristic (SAH) is used as a de facto standard strategy for building high-quality kd-trees. Although widely accepted as the best kd-tree construction method, it is based only on the surface-area measure, which often fails to reflect effectively the rendering characteristics of a given scene. This paper presents new cost metrics that help produce improved kd-trees for static scenes by considering the visibility of geometric objects, which can affect significantly the actual distribution of rays during ray tracing. Instead of the SAH, we apply a different heuristic based on the new concept of voxel visibility, which allows more sophisticated estimation of the chance of a voxel being hit by rays. The first cost metric we present aims at constructing a single kd-tree that is used to trace both primary and secondary rays, whereas the second one is more relevant to secondary rays, involving reflection/refraction or shadowing, whose distribution properties differ from those for primary rays. Our experiments, using both CPU-based and GPU-based computation with several test scenes, demonstrate that the presented cost metrics can reduce markedly the cost of ray-traversal computation and increase significantly the overall frame rate for ray tracing.


Computer Graphics Forum | 2013

Improving Memory Space Efficiency of Kd-tree for Real-time Ray Tracing

Byeongjun Choi; Byungjoon Chang; Insung Ihm

Compared with its competitors such as the bounding volume hierarchy, a drawback of the kd-tree structure is that a large number of triangles are repeatedly duplicated during its construction, which often leads to inefficient, large and tall binary trees with high triangle redundancy. In this paper, we propose a space-efficient kd-tree representation where, unlike commonly used methods, an inner node is allowed to optionally store a reference to a triangle, so highly redundant triangles in a kd-tree can be culled from the leaf nodes and moved to the inner nodes. To avoid the construction of ineffective kd-trees entailing computational inefficiencies due to early, possibly unnecessary, ray-triangle intersection calculations that now have to be performed in the inner nodes during the kd-tree traversal, we present heuristic measures for determining when and how to choose triangles for inner nodes during kd-tree construction. Based on these metrics, we describe how the new form of kd-tree is constructed and stored compactly using a carefully designed data layout. Our experiments with several example scenes showed that our kd-tree representation technique significantly reduced the memory requirements for storing the kd-tree structure, while effectively suppressing the unavoidable frame-rate degradation observed during ray tracing.


The Visual Computer | 2014

GPU-based parallel construction of compact visual hull meshes

Byungjoon Chang; Sangkyu Woo; Insung Ihm

Building a visual hull model from multiple two-dimensional images provides an effective way of understanding the three-dimensional geometries inherent in the images. In this paper, we present a GPU accelerated algorithm for volumetric visual hull reconstruction that aims to harness the full compute power of the many-core processor. From a set of binary silhouette images with respective camera parameters, our parallel algorithm directly outputs the triangular mesh of the resulting visual hull in the indexed face set format for a compact mesh representation. Unlike previous approaches, the presented method extracts a smooth silhouette contour on the fly from each binary image, which markedly reduces the bumpy artifacts on the visual hull surface due to a simple binary in/out classification. In addition, it applies several optimization techniques that allow an efficient CUDA implementation. We also demonstrate that the compact mesh construction scheme can easily be modified for also producing a time- and space-efficient GPU implementation of the marching cubes algorithm.


ieee conference on electromagnetic field computation | 2006

An Algorithm for Generation of Non-uniform Meshes for Finite Difference Time Domain Simulations

Insung Ihm; Byungjoon Chang; Hyeong-Seok Kim; Ha-Young Lee; Jeffrey Braunstein

In this paper, an automatic mesh generation algorithm is presented. The method seeks to optimize mesh density with regard to geometries exhibiting both fine and coarse physical structures. Additionally, when generating the mesh, the algorithm attempts to simultaneously satisfy the limiting conditions of maximum mesh spacing and maximum grading ratio


Multimedia Tools and Applications | 2016

Ray tracing-based interactive diffuse indirect illumination

Byungjoon Chang; Sanghun Park; Insung Ihm

Despite great efforts in recent years to accelerate global illumination computation, the real-time ray tracing of fully dynamic scenes to support photorealistic indirect illumination effects has yet to be achieved in computer graphics. In this paper, we propose an extended ray tracing model that can be readily implemented on a GPU to facilitate the interactive generation of diffuse indirect illumination, the quality of which is comparable to that generated by the traditional, time-consuming photon mapping method and final gathering. Our method employs three types of (multilevel) grids to represent the indirect light in a scene using a form that facilitates the efficient estimation of the reflected radiance caused by diffuse interreflection. This method includes the mathematical tool of spherical harmonics and a rendering scheme that performs the final gathering step with a minimal cost during ray tracing, which guarantees the interactive frame rates. We evaluated our technique using several dynamic scenes with nontrivial complexity, which demonstrated its effectiveness.


Archive | 2015

On the Efficient Implementation of a Real-Time Kd-Tree Construction Algorithm

Byungjoon Chang; Woong Seo; Insung Ihm

The kd tree is one of the most commonly used spatial data structures for a variety of graphics applications because of its reliably high-acceleration performance. Several years ago, Zhou et al. devised an effective kd-tree construction algorithm that runs entirely on a GPU. In this chapter, we present improved GPU programming techniques for implementing the algorithm more efficiently on current GPUs. One of the major ideas is to reduce the number of necessary kernel functions by replacing the essential, segmented-scan, and reduction computations by simpler per-block atomic operations, thereby alleviating the overheads from multiple synchronous kernel calls. Combined with the efficient implementation of intrablock scan and reduction, using recently introduced intrinsic functions, these changes achieve remarkable performance enhancement to the kd-tree construction process. Through an example of real-time ray tracing for dynamic scenes of nontrivial complexity, we demonstrate that the proposed GPU techniques can be exploited effectively for various real-time applications.


Multimedia Tools and Applications | 2015

Diffuse global illumination in particle spaces

Byungjoon Chang; Sanghun Park; Insung Ihm

Despite substantial efforts in recent years to accelerate rendering methods, the traditional method, based on a combination of recursive ray tracing (RT), photon mapping (PM), and final gathering (FG), is still regarded as computationally intensive. In this paper, we propose a practical ray tracing model that can be readily implemented on a graphics processing unit (GPU) to provide high-speed generation of global illumination, whose quality is comparable to that generated through the traditional time-consuming RT/PM/FG rendering method. Our method employs two particle spaces to generate computationally intensive diffuse interreflection more efficiently. The complexity of light transport within a scene is simulated in one particle space by using indirect light scattering and gathering operations. The calculation that estimates the reflected radiance caused by diffuse interreflection is optimized by using a second particle space, where only the radiance required for final rendering can be rapidly approximated, based on the simulated light flux in the first particle space. We present several example scenes to demonstrate that our ray tracing scheme enables the use of a rendering pipeline that fully exploits the computing architecture of current manycore processors to reproduce effective high-quality global illumination.

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