• Title/Summary/Keyword: 실시간 그래픽스

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Numerical Integration based on Harmonic Oscillation and Jacobi Iteration for Efficient Simulation of Soft Objects with GPU (GPU를 활용한 고성능 연체 객체 시뮬레이션을 위한 조화진동 모델과 야코비 반복법 기반 수치 적분 기술)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.123-132
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    • 2018
  • Various methods have been proposed to efficiently animate the motion of soft objects in realtime. In order to maintain the topology between the elements of the objects, it is required to employ constraint forces, which limit the size of the time steps for the numerical integration and reduce the efficiency. To tackle this, an implicit method with larger steps was proposed. However, the method is, in essence, a linear system with a large matrix, of which solution requires heavy computations. Several approximate methods have been proposed, but the approximation is obtained with an increased damping and the loss of accuracy. In this paper, new integration method based on harmonic oscillation with better stability was proposed, and it was further stabilized with the hybridization with approximate implicit method. GPU parallelism can be easily implemented for the method, and large-scale soft objects can be simulated in realtime.

Real-Time Shadow Generation using Image Warping (이미지 와핑을 이용한 실시간 그림자 생성 기법)

  • Kang, Byung-Kwon;Ihm, In-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.5
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    • pp.245-256
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    • 2002
  • Shadows are important elements in producing a realistic image. Generation of exact shapes and positions of shadows is essential in rendering since it provides users with visual cues on the scene. It is also very important to be able to create soft shadows resulted from area light sources since they increase the visual realism drastically. In spite of their importance. the existing shadow generation algorithms still have some problems in producing realistic shadows in real-time. While image-based rendering techniques can often be effective1y applied to real-time shadow generation, such techniques usually demand so large memory space for storing preprocessed shadow maps. An effective compression method can help in reducing memory requirement, only at the additional decoding costs. In this paper, we propose a new image-barred shadow generation method based on image warping. With this method, it is possible to generate realistic shadows using only small sizes of pre-generated shadow maps, and is easy to extend to soft shadow generation. Our method will be efficiently used for generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

Improved Calculation of the Advection Term in the Semi-Lagrange Method for Realistic Smoke Simulation (사실적 연기 시뮬레이션을 위한 Semi-Lagrange 방법에서의 이류항 계산방법 개선)

  • Park, Su-Wan;Chang, Mun-Hee;Ki, Eun-Ju;Ryu, Kwan-Woo
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.191-196
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    • 2007
  • In the field of computer graphics, Navier-Stokes equations would be used for realistic simulations of smokes and currents. However, implementations derived from these equations are hard to achieve for real-time simulations, mainly due to its massive and complex calculations. Thus, there have been various attempts to approximate these equations for real-time simulation of smokes and others. When the advection terms of the equations are approximated by the Semi-Lagrange methods, the fluid density can be rapidly reduced and small-scale vorticity phenomena are easy to be missed, mainly due to the numerical losses over time. In this paper, we propose an improved numerical method to approximately calculate the advection terms, and thus eliminate these problems. To calculate the advection terms, our method starts to set critical regions around the target grid points. Then, among the grid points in a specific critical region, we search for a grid point which will be advected to the target grid point, and use the velocity of this grid point as its advection vector. This method would reduce the numerical losses in the calculation of densities and vorticity phenomena, and finally can implement more realistic smoke simulations. We also improve the overall efficiency of vector calculations and related operations through GPU-based implementation techniques, and thus finally achieve the real-time simulation.

Previewer Design and Implementation for Grid/Particle based Fluid Simulation Data (격자/입자기반 유체 시뮬레이션 데이터를 위한 프리뷰어의 설계 및 구현)

  • Yang, Hyun-Rok;Kang, Kyung-Kyu;Kim, Dong-Ho;Oh, Kyoung-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.18-25
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    • 2010
  • Computer Graphics(CG) are very important in the movie industries. Recently, many domestic CG Companies participate in a movie creation. However, most companies only use commercial tools, and do not concentrate on developing techniques. This is why they use the commercial tools in spite of its lack of functions. In this paper, we explain the importance of developing technical tools to complement the shortage of commercial tools through the previewer for fluid simulation. We present how we design and implement the previewer to specialize it for fluid simulation. Finally, we estimate our previewer's performance and discuss with result.

Representation of Dynamic Facial ImageGraphic for Multi-Dimensional (다차원 데이터의 동적 얼굴 이미지그래픽 표현)

  • 최철재;최진식;조규천;차홍준
    • Journal of the Korea Computer Industry Society
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    • v.2 no.10
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    • pp.1291-1300
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    • 2001
  • This article come to study the visualization representation technique of eye brain of person, basing on the ground of the dynamic graphics which is able to change the real time, manipulating the image as graphic factors of the multi-data. And the important thought in such realization is as follows ; corresponding the character points of human face and the parameter control value which obtains basing on the existing image recognition algorithm to the multi-dimensional data, synthesizing the image, it is to create the virtual image from the emotional expression according to the changing contraction expression. The proposed DyFIG system is realized that it as the completing module and we suggest the module of human face graphics which is able to express the emotional expression by manipulating and experimenting, resulting in realizing the emotional data expression description and technology.

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A Formalized Approach or Authoring Augmented Reality Contents (증강현실 콘텐츠 저작을 위한 정형화된 기법)

  • Seo, Jin-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.6
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    • pp.2219-2224
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    • 2010
  • Authoring AR(augmented-reality) contents not only takes too much time and cost, but also needs the help of professionals in the areas of computer science, VR(virtual reality), AR, 3D computer graphics, computer vision, etc. In this paper, we analyze the difficulties(inherent to developing AR contents) into three problems and present a formalized authoring approach for AR contents. The proposed approach is based on the Statecharts, which was originally designed for modeling real-time embedded systems. In order to apply he Statecharts to modeling AR contents, we defined the semantics of the Statecharts and various events for interaction modeling.

3D Animation Watermarking Using Position Interpolator (위치보간기를 이용한 3D 애니메이션 워터마킹)

  • Bae, Sung-Ho;Lee, Suk-Hwan;Kim, Jung-Hyun;Kwon, Ki-Ryong;Lee, Eung-Joo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.3C
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    • pp.287-296
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    • 2007
  • 3D keyframe animation is used widely in 3D graphics for real-time animation. This is a method that registers the animated key values in the important several frames among the entire frames and generates the rest frame by interpolator using the registered key values. This paper proposed the watermarking for 3D keyframe animation using PositionInterpolator. The proposed algorithm selects randomly the embedding meshes, which are transform nodes among the entire hierarchical structure. Then the watermark is embedded into keyValues of PositionInterpolator in selected transform node. Experimental results verified that the proposed algorithm has the robustness against geometrical attacks and timeline attacks.

Photomosaics Using Principal Component Analysis (주성분 분석을 사용한 포토모자이크)

  • Chun, Young-Jae;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.139-146
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    • 2011
  • We propose a photomosaic method using PCA(Principal Component Analysis), which uses PCA results to find the most similar candidate fast and correctly. When two images are projected onto a certain principal component, if their coefficients are similar, they are also likely to be similar. Thus our photomosaic method using PCA can take care of both colors and shapes of images. Our method using coefficient comparison is faster than the one using all color comparison and more correct than the one using average comparison. Our hardware accelerated photomosaic algorithm can handle video images in real-time.

Real time Motion Graphics produce study of methods that use LED device (LED 장치를 응용한 실시간 모션그래픽스 구현방법에 관한 연구)

  • Lee, Min Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.1
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    • pp.63-74
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    • 2011
  • LED design works make user experience the conditions of time and space, and enable maximized spatial exploration and pursuit of ultimate sources. Light itself includes an ample dimension of time and, through the process of on and off, time-duration, similarity, and discontinuation is reorganized. LED design works make people experience the conditions of time and space, and enable maximized spatial exploration and pursuit of ultimate sources. LED design have been approached more from the viewpoint of material than from the viewpoint of aesthetics. LED based environmental design will be embedded deeply into our life with the technology of ubiquitous city. As the problem of the light intensity, tempo of change LED motion graphic and colors, substitutability is almost completely resolved now, LED is have more potentials than any other material as a tool of motion graphic. These result well make that using of LED is could be better useful from now on. In edition, users could be offered better beneficial lighting environment, and they will enjoy their better lives in the future.

A Study on the Development of Virtual Reality Framework for Visualizing Rotor Dynamics Data on Immersive VR Environments (몰입형 가상현실 환경에서의 로터 동역학 데이터 가시화를 제어하는 가상현실 프레임워)

  • Hur, Young-Ju;Kim, Min-Ah;Lee, Joong-Youn
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.271-274
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    • 2010
  • 컴퓨터에서 생성된 시뮬레이션의 결과는 일련의 가시화(VIsualization)라는 과정을 거치면서 컴퓨터 그래픽스 기술이 적용됨으로써 인간이 해석하기 쉬운 형태로 변형되게 된다. 연구자가 직관적으로 이해하기 어려운 수치의 나열로 구성돼 있던 시뮬레이션 데이터가 보다 쉽게 이해하고 분석할 수 있게 되는 것이다. 그런데, 최근에는 고성능 컴퓨터(HPC)의 발달로 인해 시뮬레이션 데이터의 크기가 점점 더 증가하는 추세에 있으며, 데이터의 크기가 기가바이트를 넘어 테라바이트에 이르는 경우도 흔해지고 있다. 기존의 가시화 시스템에서 복잡해진 가시화 데이터를 면밀하게 해석하기에는 많은 제약이 따르며, 그로 인해 고해상도 디스플레이 장치나 몰입형 가상현실 장치의 도입은 필연적일 수밖에 없다. 특히 현 시점에서 클러스터 시스템을 이용한 고해상도의 디스플레이 장치에서 사용자와 상호작용할 수 있는 인터페이스를 제공하는 방법은 가상현실 환경을 적절히 활용하는 것이 거의 유일하다 할 수 있겠다. 본 논문에서는 시뮬레이션 데이터, 특히 로터 동역학 분야의 시뮬레이션 데이터를 가상현실 환경에서 가시화하고 제어하는데 필요한 프레임워크와 인터페이스를 소개할 것이다. 이 프레임워크는 가상현실 환경에서 로터 동역학 분야의 시뮬레이션 데이터와의 실시간 상호작용을 통한 해석을 수행하는데 필요한 기반환경을 제공할 것이다.

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