• Title/Summary/Keyword: 초당 프레임 수

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GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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A Synchronized Playback Method of 3D Model and Video by Extracting Golf Swing Information from Golf Video (골프 동영상으로부터 추출된 스윙 정보를 활용한 3D 모델과 골프 동영상의 동기화 재생)

  • Oh, Hwang-Seok
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.61-70
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    • 2018
  • In this paper, we propose a synchronized playback method of 3D reference model and video by extracting golf swing information from learner's golf video to precisely compare and analyze each motion in each position and time in the golf swing, and present the implementation result. In order to synchronize the 3D model with the learner's swing video, the learner's golf swing movie is first photographed and relative time information is extracted from the photographed video according to the position of the golf club from the address posture to the finishing posture. Through applying time information from learners' swing video to a 3D reference model that rigs the motion information of a pro-golfer's captured swing motion at 120 frames per second through high-quality motion capture equipment into a 3D model and by synchronizing the 3D reference model with the learner's swing video, the learner can correct or learn his / her posture by precisely comparing his or her posture with the reference model at each position of the golf swing. Synchronized playback can be used to improve the functionality of manually adjusting system for comparing and analyzing the reference model and learner's golf swing. Except for the part where the image processing technology that detects each position of the golf posture is applied, It is expected that the method of automatically extracting the time information of each location from the video and of synchronized playback can be extended to general life sports field.

A study on accident prevention AI system based on estimation of bus passengers' intentions (시내버스 승하차 의도분석 기반 사고방지 AI 시스템 연구)

  • Seonghwan Park;Sunoh Byun;Junghoon Park
    • Smart Media Journal
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    • v.12 no.11
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    • pp.57-66
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    • 2023
  • In this paper, we present a study on an AI-based system utilizing the CCTV system within city buses to predict the intentions of boarding and alighting passengers, with the aim of preventing accidents. The proposed system employs the YOLOv7 Pose model to detect passengers, while utilizing an LSTM model to predict intentions of tracked passengers. The system can be installed on the bus's CCTV terminals, allowing for real-time visual confirmation of passengers' intentions throughout driving. It also provides alerts to the driver, mitigating potential accidents during passenger transitions. Test results show accuracy rates of 0.81 for analyzing boarding intentions and 0.79 for predicting alighting intentions onboard. To ensure real-time performance, we verified that a minimum of 5 frames per second analysis is achievable in a GPU environment. his algorithm enhance the safety of passenger transitions during bus operations. In the future, with improved hardware specifications and abundant data collection, the system's expansion into various safety-related metrics is promising. This algorithm is anticipated to play a pivotal role in ensuring safety when autonomous driving becomes commercialized. Additionally, its applicability could extend to other modes of public transportation, such as subways and all forms of mass transit, contributing to the overall safety of public transportation systems.

Region-of-Interest Detection using the Energy from Vocal Fold Image (성대 영상에서 에너지를 이용한 관심 영역 추출)

  • Kim, Eom-Jun;Sung, Mee-Young
    • Journal of KIISE:Software and Applications
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    • v.27 no.8
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    • pp.804-814
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    • 2000
  • In this paper, we propose an effective method to detect the regions of interests in the Videostrobokymography System. Videostrobokymography system is a medical image processing system for extracting automatically the diagnosis parameters from the irregular vibratory movements of the vocal fold. We detect the regions of interests through three steps. In the first step, we remove the noise in the input image and we find the minimum energy value in each frame. In the second step, we computed the edge by everage value for the one line. In the third step, the regions of interests can be extracted by using the Merge Algorithm which uses the variance of luminance as the feature points. We experimented this method for the vocal fold images of nineteen patients. In consequence, the regions of interests are detected in most vocal fold images. The method proposed in this study is efficient enough to extract the region of interests in the vocal fold images with the frame rate of 40 frames/second and the resolution of 200${\times}$280 pixels.

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An Input/Output Technology for 3-Dimensional Moving Image Processing (3차원 동영상 정보처리용 영상 입출력 기술)

  • Son, Jung-Young;Chun, You-Seek
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.8
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    • pp.1-11
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    • 1998
  • One of the desired features for the realizations of high quality Information and Telecommunication services in future is "the Sensation of Reality". This will be achieved only with the visual communication based on the 3- dimensional (3-D) moving images. The main difficulties in realizing 3-D moving image communication are that there is no developed data transmission technology for the hugh amount of data involved in 3-D images and no established technologies for 3-D image recording and displaying in real time. The currently known stereoscopic imaging technologies can only present depth, no moving parallax, so they are not effective in creating the sensation of the reality without taking eye glasses. The more effective 3-D imaging technologies for achieving the sensation of reality are those based on the multiview 3-D images which provides the object image changes as the eyes move to different directions. In this paper, a multiview 3-D imaging system composed of 8 CCD cameras in a case, a RGB(Red, Green, Blue) beam projector, and a holographic screen is introduced. In this system, the 8 view images are recorded by the 8 CCD cameras and the images are transmitted to the beam projector in sequence by a signal converter. This signal converter converts each camera signal into 3 different color signals, i.e., RGB signals, combines each color signal from the 8 cameras into a serial signal train by multiplexing and drives the corresponding color channel of the beam projector to 480Hz frame rate. The beam projector projects images to the holographic screen through a LCD shutter. The LCD shutter consists of 8 LCD strips. The image of each LCD strip, created by the holographic screen, forms as sub-viewing zone. Since the ON period and sequence of the LCD strips are synchronized with those of the camera image sampling adn the beam projector image projection, the multiview 3-D moving images are viewed at the viewing zone.

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Development on Identification Algorithm of Risk Situation around Construction Vehicle using YOLO-v3 (YOLO-v3을 활용한 건설 장비 주변 위험 상황 인지 알고리즘 개발)

  • Shim, Seungbo;Choi, Sang-Il
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.7
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    • pp.622-629
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    • 2019
  • Recently, the government is taking new approaches to change the fact that the accident rate and accident death rate of the construction industry account for a high percentage of the whole industry. Especially, it is investing heavily in the development of construction technology that is fused with ICT technology in line with the current trend of the 4th Industrial Revolution. In order to cope with this situation, this paper proposed a concept to recognize and share the work situation information between the construction machine driver and the surrounding worker to enhance the safety in the place where construction machines are operated. In order to realize the part of the concept, we applied image processing technology using camera based on artificial intelligence to earth-moving work. Especially, we implemented an algorithm that can recognize the surrounding worker's circumstance and identify the risk situation through the experiment using the compaction equipment. and image processing algorithm based on YOLO-v3. This algorithm processes 15.06 frames per second in video and can recognize danger situation around construction machine with accuracy of 90.48%. We will contribute to the prevention of safety accidents at the construction site by utilizing this technology in the future.

Analysis of Behavioral Characteristics of Broilers by Feeding, Drinking, and Resting Spaces according to Stocking Density using Image Analysis Technique (영상분석기법을 활용한 사육밀도에 따른 급이·급수 및 휴식공간별 육계의 행동특성 분석)

  • Kim, Hyunsoo;Kang, HwanKu;Kang, Boseok;Kim, ChanHo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.558-569
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    • 2020
  • This study examined the frequency of a broiler's stay in each area as stock density using an ICT-based image analysis technique from the perspective of precision livestock farming (PLF) according to the increase in the domestic broiler farms to understand the normal behavior patterns of broilers by age. The broiler was used in the experimental box (3.3×2.7 m) in a poultry house in Gyeonggi province. The stock densities were 9.5 birds/㎡ (n=85) and 19 birds/㎡ (n=170), respectively, and the frequency of stay by feeding, water, and rest area was monitored using a top-view camera. The image data of three-colored-specific broilers identified as the stock density were acquired by age (12, 16, 22, 27, and 29 days) for six hours. In the collected image data, the object tracking technique was used to record the cumulative movement path by connecting approximately 640,000 frames at 30 fps to quantify the frequency of stay in each area. In each stock density, it was significant in the order of the rest area, feeding, and water area (p<0.001). In 9.5 birds/㎡, it was at 57.9, 24.2, and 17.9 %, and 73.2, 16.8, and 10 % in 19 birds/㎡. The frequency of a broiler's stay could be evaluated in each area as the stock density using an ICT-based image analysis technique that minimizes stress. This method is expected to be used to provide basic material for developing an ICT-based management system through real-time monitoring.

Fast GPU Implementation for the Solution of Tridiagonal Matrix Systems (삼중대각행렬 시스템 풀이의 빠른 GPU 구현)

  • Kim, Yong-Hee;Lee, Sung-Kee
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.692-704
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    • 2005
  • With the improvement of computer hardware, GPUs(Graphics Processor Units) have tremendous memory bandwidth and computation power. This leads GPUs to use in general purpose computation. Especially, GPU implementation of compute-intensive physics based simulations is actively studied. In the solution of differential equations which are base of physics simulations, tridiagonal matrix systems occur repeatedly by finite-difference approximation. From the point of view of physics based simulations, fast solution of tridiagonal matrix system is important research field. We propose a fast GPU implementation for the solution of tridiagonal matrix systems. In this paper, we implement the cyclic reduction(also known as odd-even reduction) algorithm which is a popular choice for vector processors. We obtained a considerable performance improvement for solving tridiagonal matrix systems over Thomas method and conjugate gradient method. Thomas method is well known as a method for solving tridiagonal matrix systems on CPU and conjugate gradient method has shown good results on GPU. We experimented our proposed method by applying it to heat conduction, advection-diffusion, and shallow water simulations. The results of these simulations have shown a remarkable performance of over 35 frame-per-second on the 1024x1024 grid.

A Multicast Middleware for the Remote Educational Systems (원격 교육 시스템을 위한 멀티캐스트 미들웨어)

  • Byun, Sang-Seon;Jin, Hyun-Wook;Yoo, Hyuck
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.1
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    • pp.100-108
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    • 2003
  • By choosing Multicast for transmission of educational contents in the Remote Educational System, we can reduce the server load and increase network bandwidth utilization. We design and implement Multicast Middleware for the Remote Educational System in this paper. There are three characteristics in this Multicast Middleware: 1) Through Centralized Multicast Group Management for passive members, it allows a host to make multicast group, which is composed of receivers, called Group Member and who are chosen by the host, called group Maker. Because, all groups are created by the Group Maker in Centralized Group Management, Group Member's join action will be passive 2) Maintenance and recovery of multicast group information in order to restore from exception and crash; the maintenance and recovery mechanism of Group Maker is distinct from that of Group Member. 3) The mechanism which enables to transmit large size multimedia data through multicasting and remove additional copy operation through shared buffer. Fragmentation/de-fragmentation for large data delivery results in additional copy operation in user level. But by using user level shared buffer, it can be done without user Bevel copy operation. By applying to Remote Educational environment which consists of 30 PCs and Fast Ethernet, we can examine the efficiency of this middleware, which can transmit 18frames/sec movie which resolution 320 $\times$ 120 pixels, 128Kbps encoded sound data and some text data.

Implementation of Improved Frame Slotted ALOHA Algorithm for Fast Tag Collection in an Active RFID System (고속 태그 수집을 위한 개선된 능동형 RFID 시스템용 프레임 Slotted ALOHA 알고리즘 구현)

  • Kim, Ji-Tae;Kang, Byeong-Gwon;Lee, Kang-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.9
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    • pp.598-605
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    • 2014
  • In this paper, we suggest a modified slotted ALOHA algorithm for fast tag collection in active RFID system and implement the reader and tag operation using CC2530 chip of Texas Instruments Co. to prove the performance of the proposed algorithm. In the present international standard related with active RFID including ISO/IEC 18000-7 the reader sends sleep command to each tag after successful obtaining tag's information. Meanwhile, in this paper, the tags decide to sleep after checking the second command from the reader resulting in enormously decreased tag collection time. We tested the proposed algorithm with 30 tags over the range of 0-3m and the results showed that the tag collection process was completed in 400msec at average. And 30 tags are collected in one second with 99.7% and the collection rate is 100% in 2m distance between reader and tag. The collection rates are 99.94% and 99.7% for distance 2.5m and 3m, respectively. The average collection rate is 99.91% over all range and it is concluded that the proposed algorithm is enough to apply to real fields.