• Title, Summary, Keyword: Vector Graphics

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Hardware Design of Arccosine Function for Mobile Vector Graphics Processor (모바일 벡터 그래픽 프로세서용 역코사인 함수의 하드웨어 설계)

  • Choi, Byeong-Yoon;Lee, Jong-Hyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.727-736
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    • 2009
  • In this paper, the $arccos(cos^{-1})$ arithmetic unit for mobile graphics accelerator is designed. The mobile vector graphics applications need tight area, execution time, power dissipation, and accuracy constraints compared to desktop PC applications. The designed processor adopts 2nd-order polynomial approximation scheme based on IEEE floating point data format to satisfy speed and accuracy conditions and reduces area via hardware sharing structure. The arccosine processor consists of 15,280 gates and its estimated operating frequency is about 125Mhz at operating condition of $0.35{\mu}m$ CMOS technology. Because the processor can execute arccosine function within 7 clock cycles, it has about 17 MOPS(million arccos operations per second) execution rate and can be applicable to mobile OpenVG processor. And because of its flexible architecture, it can be applicable to the various transcendental functions such as exponential, trigonometric and logarithmic functions via replacement of ROM and minor hardware modification.

A Study for Steadily Growing Interface Cracks in Anisotropic Dissimilar Materials (등속 진전하는 이방성 이종재 접합계면 균열에 대한 연구)

  • Cho, Sang-Bong;Kim, Jin-Kwang;Yoo, Byung-Kuk
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.27 no.9
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    • pp.1477-1485
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    • 2003
  • The displacement vector field can be represented in terms of a scalar potential ${\phi}$ and a vector potential ${\phi}$. The scalar potential ${\phi}$ is related to dilatational waves and the vector potential ${\phi}$ is related to rotational waves. Using these two complex displacement potentials, the stress and displacement fields for steadily growing interface cracks in dissimilar materials are obtained. The energy release rate for steadily growing interface cracks in dissimilar materials are also obtained. And with photoelastic isochromatic patterns simulated by computer graphics, the stress intensity factors are discussed.

Design of a Graphic Accelerator uisng 1-Dimensional Systolic Array Processor for Matrix.Vector Opertion (행렬 벡터 연사용 1-차원 시스톨릭 어레이 프로세서를 이용한 그래픽 가속기의 설계)

  • 김용성;조원경
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.1
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    • pp.1-9
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    • 1993
  • In recent days high perfermance graphic operation is needed, since computer graphics is widely used for computer-aided design and simulator using high resolution graphic card. In this paper a graphic accelerator is designd with the functions of graphic primitives generation and geometrical transformations. 1-D Systolic Array Processor for Matris Vector operation is designed and used in main ALU of a graphic accelerator, since these graphic algorithms have comonon operation of Matris Vector. Conclusively, in case that the resolution of graphic domain is 800$\times$600, and 33.3nsec operator is used in a graphic accelerator, 29732 lines per second and approximately 6244 circles per second is generated.

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A Vector Graphic Method for Portrait Drawing (벡터 그래픽스를 이용한 초상화의 작성 방법)

  • 박삼진
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.1
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    • pp.19-31
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    • 1999
  • One of the non-photorealistic rendering method, a drawing technique which uses only fine curves and dashed line, is widely employed in an knots and post stamps printing. Engraving of the curves and lines are traditionally performed by human engravers which leads to low productivity in printing preparation. As an effort to improve productivity and quality, a drawing automation method which can easily produce a portrait composed of vector data for laser or chemical engraving is proposed. The method shows that it is possible to draw a portrait by controling the width and length of predefined fine lines according to the gray scales a the end points of each fine lines. A gradually controled weighting factor method is proposed in addition to the author previous works to prevent undesirable boundaries in an identical texture region. User interface functions of a commercial CAD system are heavily employed to exploit the presented method.

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Effective Internal Pattern Expression Using 3D Vector Data (3D 벡터 데이터를 이용한 효과적인 내부문양 표현)

  • Park, Sung-Jun;Cho, Jin-Soo;WhangBo, Taeg-Keun
    • Proceedings of the IEEK Conference
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    • pp.645-646
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    • 2008
  • Silhouette extraction is widely used in many computer graphics applications. In this paper, we proposed a method for extracting 3D silhouette and internal pattern from 3D vector data. To do this, we first make an edge-list, secondly define the silhouette, and finally remove hidden lines. After getting the silhouette, we extract internal pattern using adjacent edge's dihedral. The proposed method not only effectively improves the performance of extracting 3D silhouette and internal pattern from 3D vector data but also reduces the computational complexity.

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Positioning Blueprints with Moving Least Squares Optimization (이동최소자승법 최적화를 이용한 도면 배치)

  • Kim, Jong-Hyun
    • Journal of The Korea Computer Graphics Society
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    • v.23 no.4
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    • pp.1-9
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    • 2017
  • We propose an efficient method to determine the position of blueprint by using a vector field with optimized MLS(Moving Least Squares). Typically, a professional architectural design office takes a long time to work as well as a high processing cost because the designer manually determines the location to place the buildings in a specific area. In order to solve this inefficient problem, we propose a method to automatically determine the location of the blueprint based on the optimized MLS method. In the proposed framework, the designer selects the desired region in the actual city data and calculates the flow of the vector based on the region. Use the optimized MLS method to extract the vector field and determine the amount of rotation of the drawing based on this field. The location of the blueprint determined by the proposed method is very similar to the flow seen when the actual building is located. As a result, the efficiency of the overall architectural design process is further improved by reducing the designer's inefficient workforce.

Implementation of a 'Rasterization based on Vector Algorithm' suited for a Multi-thread Shader architecture (Multi-Thread 쉐이더 구조에 적합한 Vector 기반의 Rasterization 알고리즘의 구현)

  • Lee, Ju-Suk;Kim, Woo-Young;Lee, Bo-Haeng;Lee, Kwang-Yeob
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.10
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    • pp.46-52
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    • 2009
  • A Multi-Core/Multi-Thread architecture is adopted for the Shader processor to enhance the processing performance. The Shader processor is designed to utilize its processing core IP for multiple purposes, such as Vertex-Shading, Rasterization, Pixel-Shading, etc. In this paper, we propose a 'Rasterization based on Vector Algorithm' that makes parallel pixels processing possible with Multi-Core and Multi-Thread architecture on the Shader Core. The proposed algorithm takes only 2% operation counts of the Scan-Line Algorithm and processes pixels independently.

Fast Intersection Test and Interpolation in Ray Tracing Algorithm (광선 추적 알고리즘에서의 빠른 교차 검사와 보간법)

  • Jeong, Yeon-Chul;Kim, Jay-Jeong
    • Journal of The Korea Computer Graphics Society
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    • v.1 no.2
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    • pp.234-240
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    • 1995
  • 광선추적법에서 계산시간의 대부분은 광선과 물체와의 교차 검사에 사용된다. 그러므로 빠른 교차검사는 광선추적 알고리즘의 속도 증가를 가져올 수 있다. 따라서 본 논문에서는 광선 추적 알고리즘을 이용하여 삼각형이나 사각형등의 물체로 구성된 이미지를 생성할 때 전처리과정(preprocessing)에서 미리 계산된 두 상수 vector $\hat{u}$$\hat{v}$을 이용하여 지금까지 알려진 방법보다 빠른 교차 검사를 수행함으로써 속도를 향상 시키는 방법을 제안한다. 또한 이 결과를 삼각형의 보간(interpolation)에서 뿐만 아니라, 적응분할(adaptive subdivision) 방법을 사용하는 래디오시티 모델(radiosity model)에서 자주 사용되는 일반 사각형에서의 효율적인 bilinear interpolation 기법을 제시한다.

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Quadrangular Splatting based on SPH (SPH 기반의 사각 스플렛팅 가시화 기법)

  • Shin, Seung-Ho;Yoon, Jong-Chul;Lee, Jung;Kim, Chang-Hun
    • Journal of The Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.27-33
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    • 2008
  • Physics-based graphic techniques are used when simulating and rendering natural phenomena such as smoke, water and flame with computational physics. We propose novel methods which render simulated particle data fast onto 3D using tetrahedron splat. We calculate the position and the normal vector of splat by SPH(smoothed particle hydrodynamics) method then we reconstruct splat into quadrangular pyramid to reduce seam. We implement this technique for SPH fluid simulation, and animate natural flow of water successfully.

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A Data Structure for Real-time Volume Ray Casting (실시간 볼륨 광선 투사법을 위한 자료구조)

  • Lim, Suk-Hyun;Shin, Byeong-Seok
    • Journal of The Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.40-49
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    • 2005
  • Several optimization techniques have been proposed for volume ray casting, but these cannot achieve real-time frame rates. In addition, it is difficult to apply them to some applications that require perspective projection. Recently, hardware-based methods using 3D texture mapping are being used for real-time volume rendering. Although rendering speed approaches real time, the larger volumes require more swapping of volume bricks for the limited texture memory. Also, image quality deteriorates compared with that of conventional volume ray casting. In this paper, we propose a data structure for real-time volume ray casting named PERM (Precomputed dEnsity and gRadient Map). The PERM stores interpolated density and gradient vector for quantized cells. Since the information requiring time-consuming computations is stored in the PERM, our method can ensure interactive frame rates on a consumer PC platform. Our method normally produces high-quality images because it is based on conventional volume ray casting.

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