• Title/Summary/Keyword: 실시간 그래픽스

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A Progressive Method for the Efficient Simplification of Motion Frames (모션 프레임의 효율적인 단순화를 위한 점진적 기법)

  • Ko, In-Young;Kim, Il-Soo;Ha, Jong-Sung;Yoo, Kwan-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.4
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    • pp.21-27
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    • 2005
  • 본 논문에서는 연속된 모션 프레임의 효과적인 단순화를 매우 효율적으로 수행시킬 수 있는 점진적 모션 (progressive motion) 기법을 제안하고 실험 결과를 설명한다. 제안된 점진적 모션 기법에서는 효과적인 단순화를 위하여 인접한 두 모션간의 차이를 측정하는 수식을 정의하고 모션 LOD (level of detail)를 효율적으로 처리하기 위하여 모션 차이가 최소인 두 모션을 차례대로 병합하고 역으로 병합된 모션을 분해하는 기법을 사용하였다. 이 방법은 모션 편집 등에서 매우 빠른 속도로 모션 LOD를 제공하며 임의의 캐릭터의 실시간 시뮬레이션에서 효과적인 단순화 기법으로 적용될 수 있는 잠재력을 가지고 있다.

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Multi-resolutional Deformable Modeling for Real-time Interaction (실시간 인터랙션을 위한 다해상도 변형 모델링)

  • Choi, Yoo-Joo;Kim, Myoung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.1
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    • pp.7-13
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    • 2004
  • 본 논문에서는 cavity 변형 물체의 전역적 변형 형태는 유지하면서 계산 복잡도를 줄이기 위하여 모델의 다중해상도적 표현 기법 및 서로 다른 상세 레벨간 물리적 특성변수에 대한 적응기법을 제안한다. 또한, 객체의 안정적 변형을 지원하기 위한 형태유지 스프링을 제안한다. 일반적으로 위나 풍선과 같은 cavity 변형객체는 전체 구성노드의 수를 줄이기 위하여 표면 메쉬 구조로 모델링 된다. 이 경우, 표면의 인접 노드만이 감쇠(damping) 스프링으로 연결되고, 모델의 체적정보의 부재로 인하여 외부 힘이 일정시간 동안 지속적으로 주어지는 경우, 객체의 형태변형이 왜곡되고, 초기형태로의 복원이 불가능해진다. 본 논문에서 제안하는 형태유지 스프링은 외부힘에 의한 변형 후 초기형태로의 복원을 보장함으로써, 복잡한 계산과정 없이 간접적으로 객체의 볼륨유지 효과를 제공하고 변형의 불안전성을 제거한다.

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Exploiting Programmable Shaders in Hardware-Assisted Volume Rendering (PC용 그래픽스 가속기의 쉐이더 기능을 이용한 볼륨 렌더링)

  • Im, In-Seong;Gang, Byeong-Gwon
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.2
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    • pp.23-29
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    • 2002
  • In this paper, we describe an implementation technique that extends the classification and shading capabilities offered by previously reported hardware-assisted volume rendering algorithms. In designing our rendering scheme, we exploited the programmable shader technology supported by the latest consumer PC graphics hardware. Our direct volume rendering technique enables to simultaneously display up to four materials, and to dynamically control gradient magnitude to emphasize or de-emphasize surface boundaries. It can easily create lighting effects such as light source attenuation, depth cueing, and multiple light sources that were often difficult to realize in previous hardware-assisted volume rendering.

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Development of Scene Graph Library for Mobile Platforms (모바일 플랫폼을 위한 장면그래프 라이브러리 개발)

  • Kim, Jun-Ho;Seo, Jin-Seok;Park, Chang-Hoon;Hwang, Jane;Ko, Hee-Dong
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.792-801
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    • 2010
  • In this paper, we introduce a novel scene graph library for mobile platforms, called the 'Mobile OpenSceneGraph (Mobile OSG)', as a mobile graphics middleware. Our mobile scene graph library supports several nice properties, including platform-independence, extensibility, touch-based UI supports, and compatibility, by carefully adapting the OpenSceneGraph library, one of the most widely used graphics middlewares for desktop platforms, to mobile platforms. We validate the usefulness of the proposed library for mobiles with the several experimental results including real-time rendering, camera manipulations with a touch-based UI, and animations with switching geometric nodes.

High Performance Reflection Effect Processing for Moving Pictures in 3 Dimensional Graphics (3차원 그래픽스의 동영상에 대한 반사 효과의 고속처리)

  • Lee, Seung-Hee;Lee, Keon-Myung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.3
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    • pp.444-449
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    • 2009
  • With the advance of high performance computing hardware, many applications have been emerging which exploit real-time computer graphics capabilities. This paper is concerned with an effective realization method for reflection effect for the situations in which moving pictures are played in 3D computer graphics modeling world. The method determines in an geometric way the locations of the projection plan into which the playing areas of moving pictures are mapped, and then realizes the reflection effect with texture mapping. Compared with the traditional stencil buffer-based reflection method, the processing time of the proposed method does not significantly deteriorate for the models with moving pictures and reflection surfaces, and its throughput was improved by 30% at minimum and 127% at maximum for the models used in the comparative studies.

A Soft Shadow Technique for a Real-time Mobile Ray Tracing Hardware (실시간 모바일 레이트레이싱 하드웨어를 위한 소프트 쉐도우 생성 기법)

  • Kwon, Hyuck-Joo;Hong, Dukki;Park, Woo-Chan;Lee, Sanghoon
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.55-64
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    • 2017
  • In this paper, a novel soft shadow method is suggested to support realistic shadows in mobile ray tracing. In ray tracing, soft shadow is generally generated by sampling a shadow ray. As this sampling method increases the number of rays to be processed, it has undermined the performance. We designed the proposed soft shadow processing method and hardware architecture to overcome this problem through selective shadow generation and triangle address caching for minimizing the performance degradation caused by sampling. The proposed hardware architecture can be integrated into a mobile ray-tracing hardware and was evaluated in terms of its performance on the FPGA. Based on the results, the rendering performance about 4, 8, and 16 samples were improved, respectively, by 40%, 50%, and 56% on average compared to the previous method, and it was found that the real-time soft shadow processing is feasible with the proposed hardware architecture.

Comparison of Compression Schemes for Real-Time 3D Texture Mapping (실시간 3차원 텍스춰 매핑을 위한 압축기법의 성능 비교)

  • Park, Gi-Ju;Im, In-Seong
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.35-42
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    • 2000
  • 3D texture mapping generates highly natural visual effects in which objects appear carved from lumps of materials rather than laminated with thin sheets as in 2D texture mapping. Storing 3D texture images in a table for fast mapping computations, instead of evaluating procedures on the fly, however, has been considered impractical due to the extremely high memory requirement. Recently, a practical real-time 3D texture mapping technique was proposed in [11], where they attempt to resolve the potential texture memory problem by compressing 3D textures using a wavelet-based encoding method. In this paper, we consider two other encoding schemes that could also be applied to the compression-based 3D texture mapping. In particular, we extend the vector quantization and FXT1 for 3D texture compression, and compare their performance with the wavelet-based encoding scheme.

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Building Fire Monitoring and Escape Navigation System Based on AR and IoT Technologies (AR과 IoT 기술을 기반으로 한 건물 화재 모니터링 및 탈출 내비게이션 시스템)

  • Wentao Wang;Seung-Yong Lee;Sanghun Park;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.159-169
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    • 2024
  • This paper proposes a new real-time fire monitoring and evacuation navigation system by integrating Augmented Reality (AR) technology with Internet of Things (IoT) technology. The proposed system collects temperature data through IoT temperature measurement devices installed in buildings and automatically transmits it to a MySQL cloud database via an IoT platform, enabling real-time and accurate data monitoring. Subsequently, the real-time IoT data is visualized on a 3D building model generated through Building Information Modeling (BIM), and the model is represented in the real world using AR technology, allowing intuitive identification of the fire origin. Furthermore, by utilizing Vuforia engine's Device Tracking and Area Targets features, the system tracks the user's real-time location and employs an enhanced A* algorithm to find the optimal evacuation route among multiple exits. The paper evaluates the proposed system's practicality and demonstrates its effectiveness in rapid and safe evacuation through user experiments based on various virtual fire scenarios.

PC를 이용한 신호처리 및 해석 - 대학원 교육을 중심으로 -

  • 이종원
    • Journal of the KSME
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    • v.28 no.2
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    • pp.169-174
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    • 1988
  • 신호처리 및 해석에 대한 교육효과를 증대시키기 위해서는 응용사례의 발굴, 프로젝트 개발, P C를 이용한 그래픽스 교육도 이루어져야 하며, 스펙트럼 분석기술 이외에 시간영역 파라미터 모형에 의한 신호해석기법〔예를 들어 자동회귀-이동평균(ARMA)등의 시계열 모형화〕도 최근 에는 실시간 응용의 가능성이 높아지는 추세에 있으므로 PC를 이용한 신호처리 및 해석 교육에 반영하는 것이 바람직하다.

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Ocean wave generation using spectrum (스펙트럼을 이용한 해양파 구현)

  • 이남경;김은주;유관우
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.679-681
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    • 2003
  • 컴퓨터 그래픽스 분야에서 자연현상을 표현하기 위한 노력은 계속되어 오고 있다. 몇몇 자연현상들에 대해서는 만족할 만한 결과가 나와 있지만, 해양파(Ocean wave)를 표현하기 위한 적절한 모델이 제시되어 있지 않다. 본 논문에서는 해양학의 연구 결과를 바탕으로 하여 사실적이면서도 실시간에 재생가능한 해양파를 구현하였다.

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