• Title/Summary/Keyword: 초당 프레임 수

Search Result 157, Processing Time 0.017 seconds

Comparing Performance between OpenGL and Unity 3D on Desktop Environment (데스크탑에서의 OpenGL과 Unity 3D간의 성능 비교)

  • Kim, Min-Sang;Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2017.04a
    • /
    • pp.1017-1019
    • /
    • 2017
  • 데스크탑 성능의 상향과, 그래픽 소프트웨어의 발전으로 더욱 현실적이고 자연스러운 컴퓨터 그래픽을 지원하는 게임에 대한 수요가 증가하고 있다. 3D 게임 내에서 사용자들의 게임 수행 능력과 컴퓨터 그래픽의 자연스러움은 초당 프레임 수(FPS)에 비례하므로, 더 높은 초당 프레임 수를 보장한다면 발전된 게임 수행 능력을 기대할 수 있다. 따라서 본 논문에서는 크로스 플랫폼을 지원하는 대표적인 게임 엔진인 Unity 3D와 오픈 그래픽 라이브러리인 OpenGL 간의 초당 프레임 수를 비교한다. 이를 바탕으로 추후 3D 물체에 대한 자연스러운 움직임에 대한 연구를 수행할 수 있을 것으로 예상한다.

Effect of Faster Update Rate on Interaction Accuracy (빠른 갱신속도의 변화가 상호작용 정확도에 미치는 영향에 관한 연구)

  • Seong, Wonjun;Gao, BoYu;Lee, Jooyoung;Lee, Hasup;Kim, HyungSeok;Kim, Jee-In
    • KIISE Transactions on Computing Practices
    • /
    • v.22 no.3
    • /
    • pp.157-162
    • /
    • 2016
  • The limitation of a human's visual perception is considered to be 60 frames per second, This study investigated the effects of fast update rates (above 60 fps) in terms of interaction accuracy. Initial experiments showed that the interaction accuracy increased at rates faster than 60 fps. We assumed that either or both of the following two situations would cause such an effect: the user could recognize rendering rates faster than 60 fps, or the input processing rates were significant for the high accuracy. To evaluate the significance of these events, we conducted a second and third experiment. Although the display refresh rate was also fixed at 60 fps (by disabling the vertical sync), the rendered image actually differed for 60 fps and 150 fps. This research shows that faster update rate is necessary to achieve high interaction accuracy, and its limit is far over the usually considered 60 fps.

Analysis of the Relationships according to the Frame (f/s) Change of Cine Imaging in Coronary Angiographic System: With Focus on FOV Enlargement and Live Zoom (심장 혈관 조영장치에서의 프레임 레이트(f/s) 변화에 따른 상관 관계 분석 : FOV 확대와 Live Zoom을 중점으로)

  • Kim, Won Hyo;Song, Jong-Nam;Han, Jae-Bok
    • Journal of the Korean Society of Radiology
    • /
    • v.12 no.7
    • /
    • pp.845-852
    • /
    • 2018
  • This study aimed to investigate the difference of X-ray exposure by comparing and analyzing absorbed dose according to changes in the number of frames in coronary angiography, also depending whether the zoom mode is FOV enlargement or Zoom Live. Moreover, for appropriate frame selection measures for examination, including the effect of frame change on the image quality, were sought by measuring the noise strength expressed by the standard deviation (SD), the signal to noise ratio (SNR) and contrast to noise ratio (CNR). The study was conducted with an anthropomorphic phantom on an angio-system. The linear relationship between the frame rate and the radiation dose was evident. On the contrary, the indices of image quality (SD, SNR, and CNR) were almost constant irrespective of the number of frames. The difference depending on the zoom mode was not statistically significant for DAP, air kerma, and SD (p > 0.05). However, SNR and CNR were statistically different between FOV enlargement and Zoom Live. In conclusion, since the image quality was not degraded significantly with the decreasing frame rate from 30, 15, to 7.5 f/s and the radiation dose evidently decreases in almost exactly linear proportion to the decreasing frame rate, the number of frames per second needs to be maintained as low as reasonably achievable. As for the dependence on the zooming mode, the Live Zoom mode showed statistically significant improvement in the image quality indices of SNR and CNR and it justifies active use of the Live Zoom mode which enables real-time image enlargment without additional radiation dose.

A development of multi-purpose system for transmitting real-time multimedia streaming (실시간 멀티미디어 스트리밍 전송을 위한 다목적 시스템의 구현)

  • 박성욱;이해신;황수철;박종욱
    • Proceedings of the IEEK Conference
    • /
    • 2001.09a
    • /
    • pp.857-860
    • /
    • 2001
  • 본 논문에서는 MPEG4 스트리밍을 기반으로 하여 다용도로 인터넷에서 영상 및 음성을 전송할 수 있는 시스템(RealCam SUN A/V)를 설계하고 구현하였다. 기존의 인터넷응용 시스템들은 주변 관찰용, 인터넷 방송용, 원격 장비 제어용 등의 독립된 시스템으로 개발 운영되고 있으며, 2개 이상의 용도를 사용하기 위해서는 여러 개의 시스템을 설치하여 사용해야 하는 문제점을 가지고 있었다. 본 연구에서는 이들 용도를 하나로 통합하여 다목적으로 활용할 수 있게 시스템을 설계하고 구현하였으며, 그 결과 56Kbps 에서는 160*120 화면 크기로는 초당 15프레임정도의 영상 전송을 할 수 있었고, 512Kbps에서는 640*480 크기를 초당 30프레임으로 서비스할 수 있었다.

  • PDF

A Study for necessity that console game machines materialize high frames per second (콘솔 게임기에서 고 프레임 구현 필요성에 관한 고찰)

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.533-535
    • /
    • 2014
  • As technology advances, console game machines have developed the abilities to materialize high frames per second. And that have enabled console games machines to implement more active and natural moving. In general moving pictures, 30 frames per second is enough for people to enjoy motion contents. But In the game field, the need for implementation of more than 60 frames are being raised, and there is the controversial that is necessary or not. This paper will analyze that high frames per second (E.g. more 30fps) is really necessary or not in the console game machines, and that is efficient in game playing.

  • PDF

Implementation of Parallel Volume Rendering Using the Sequential Shear-Warp Algorithm (순차 Shear-Warp 알고리즘을 이용한 병렬볼륨렌더링의 구현)

  • Kim, Eung-Kon
    • The Transactions of the Korea Information Processing Society
    • /
    • v.5 no.6
    • /
    • pp.1620-1632
    • /
    • 1998
  • This paper presents a fast parallel algorithm for volume rendering and its implementation using C language and MPI MasPar Programming Language) on the 4,096 processor MasPar MP-2 machine. This parallel algorithm is a parallelization hased on the Lacroute' s sequential shear - warp algorithm currently acknowledged to be the fastest sequential volume rendering algorithm. This algorithm reduces communication overheads by using the sheared space partition scheme and the load balancing technique using load estimates from the previous iteration, and the number of voxels to be processed by using the run-length encoded volume data structure.Actual performance is 3 to 4 frames/second on the human hrain scan dataset of $128\times128\times128$ voxels. Because of the scalability of this algorithm, performance of ]2-16 frames/sc.'cond is expected on the 16,384 processor MasPar MP-2 machine. It is expected that implementation on more current SIMD or MIMD architectures would provide 3O~60 frames/second on large volumes.

  • PDF

Deep Learning-Based Super Slow Video Service (딥 러닝 기반 Super Slow 비디오 서비스)

  • Lee, DongYeon;Park, JinSu;Nam, JinWoo;Choi, Haechul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2020.11a
    • /
    • pp.354-357
    • /
    • 2020
  • 최근 스포츠 경기나 차량 블랙박스 등에서 비디오를 이용한 판정이 점차 확대되고 있지만, 일반 카메라로 촬영된 비디오에서 정확한 판정을 하기 어려울 때가 빈번히 발생한다. 초고속 카메라로 촬영한 슬로우 모션 비디오를 이용할 수 있다면 판정의 정확성을 향상시킬 수 있을 것이다. 본 논문에서는 일반 카메라로 촬영한 비디오로부터 마치 초고속 카메라로 촬영한 것과 같은 슬로우 모션 비디오를 생성하여 제공하는 서비스를 제안한다. 제안 방법은 NVIDIA에서 개발한 Super Slomo 기술을 기반으로, 초당 30장의 표준 비디오를 초당 60장에서 240장까지의 고품질 슬로우 모션 비디오로 변환한다. 이 기술은 시간적으로 이웃한 두 영상을 입력하여 딥 러닝 기반으로 중간 프레임을 보간함으로써 프레임율을 향상시킨다. 또한 본 논문에서는 Super Slomo 기술에 FP16을 적용하여 처리속도를 향상 시켰으며, 웹 서버를 이용하여 비디오를 업로드하고 슬로우 모션으로 변환된 비디오를 다운로드 할 수 있는 사이트를 구현했다.

  • PDF

Design of a Graphic Processor for Multimedia Data Processing (멀티미디어 데이타 처리를 위한 그래픽 프로세서 설계)

  • 고익상;한우종;선우명동
    • Journal of the Korean Institute of Telematics and Electronics C
    • /
    • v.36C no.10
    • /
    • pp.56-65
    • /
    • 1999
  • This paper presents an architecture and its instruction set for a graphic coprocessor(GCP) which can be used for a multimedia server. The proposed instruction set employs parallel architecture concepts, such as SIMD and Superscalar. GCP consists of a scheduler and four functional units. The scheduler solves an instruction bottleneck problem causing by sharing with four general processors(GPs). GCP can execute up to 4 instructions in parallel. It consists of about 56,000 gates and operates at 30 MHz clock frequency due to speed limitation of SOG technology. GCP meets the real-time DCT algorithm requirement of the CIF image format and can process up to 63 frames/sec for the DCT Algorithm and 21 frames/sec for the Full Block matching Algorithm of the CIF image format.

  • PDF

A Single Camera System Equipped Convex Mirror for Monitoring Tracer Bullet to Teach Night Firing Exercises (볼록거울을 장착한 야간 사격훈련용 예광탄 탄도 모니터링 단일 카메라 시스템)

  • Lee, In Jeong
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.37C no.9
    • /
    • pp.757-762
    • /
    • 2012
  • In general, an ordinary CCTV camera has equipped with 24 frames per second. This camera is not capable of capturing an image of bullet trace which has speed about 1km per second. In spite of these difficulties, by means of the stereographical projection, a long distance trace is able to be contained in one image. Currently, to capture a series of image of an object with high speed, it is usual to use one of the complicated camera with high shutter speed or computerized devices with capability of controlling shutter timing with slightly different capture time. This paper proposed a monitoring tracer bullet single camera system equipped convex mirror trying to see whether or not a normal set of camera and convex mirror is capable of shooting on target located in as far as 250m.

Inverse Telecine by Using Frequency Analysis (주파수 분석을 통한 인버스 텔레시네 기법)

  • 구형일;조남익;이종원
    • Journal of Broadcast Engineering
    • /
    • v.8 no.3
    • /
    • pp.306-316
    • /
    • 2003
  • When a cinema being composed of 24 frames/sec is converted to NTSC video or TV program, several fields we repeated to have 60 fields/sec, which is called the telecine or 3:2 pull-down. Hence, when encoding the telecine NTSC video into MPEG format, if we convert it into the original 24 frames/sec Progressive cinema, then we can save 20% of bits compared to the case of encoding all the 60 fields. In this Paper, we propose an algorithm for performing the inverse telecine by using the properties of the frames. Specifically, the algorithm exploits the fact that there Is much Inconsistency between the even and odd fields in the case of telecine frame, which results in high magnitude at the Nyquist frequency In the vertical direction. The experiment shows that the proposed algorithm performs very well regardless of the quality of video with a very few computations, whereas the conventional motion based method requires much computational complexity and its performance is degraded when the video is of low (eg. VHS) quality.