• Title/Summary/Keyword: 타일

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Colored Paper Mosaic Rendering with Torn Simulation (종이 찢기 시뮬레이션을 이용한 색종이 모자이크 렌더링)

  • Gi, Yong-Jea;Park, Young-Sup;Seo, Sang-Hyun;Yoon, Kyoung-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.1
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    • pp.15-24
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    • 2007
  • This study is focused on fellowing two issues for simulating colored paper mosaic. The first one is paper tile generation, and the other one is arrangement. At first we define the paper data as two layered polygon. Then, generate paper tile from paper data, and attach it on the best location of canvas according to energy value. The proposed method in this study has some benefits like follow. First, we can obtain more natural shaped paper tile because the phase is similar to real process of fearing paper. Second, if we redefine the structure of paper like newspaper, magazine and so on, the result can be generated with the variable type of paper. And lastly, by adjusting parameters of energy function, we can control the position of the torn paper.

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A Remote Partitioned Rendering System Using Direct3D (Direct3D 기반 원격 분할 렌더링 시스템)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.115-124
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    • 2018
  • Various kinds of tile-based ultra-high resolution display devices have been developed by, for example, constructing display walls using many commodity LCD displays. To represent 3D applications like computer games on these devices, one has to develop 3D applications or develop particular APIs only for representing on these devices. If one can develop a distributed rendering system using legacy 3D APIs such as OpenGL and Direct3D by extending a remote rendering system, commercial computer games can be represented on such display devices without modifying their source codes. The purpose of the paper is to propose a new Dired3D-based distribute rendering system by extending a Direct3D-based remote rendering system and to show its feasibility technically by appling it to a sample Direct3D application and performing a few experimentations.

Hardware Implementation of Rasterizer with SIMD Architecture Applicable to Mobile 3D Graphics System (모바일 3차원 그래픽스 시스템에 적용 가능한 SIMD 구조를 갖는 래스터라이저의 하드웨어 구현)

  • Ha, Chang-Soo;Sung, Kwang-Ju;Choi, Byeong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.313-315
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    • 2010
  • In this paper, we describe research results of developing hardware rasterizer that is applicable to mobile 3D graphics system, designed in SIMD architecture and verified in FPGA. Tile-based scan conversion unit is designed like SIMD architecture running four tiles simultaneously and each tile traverses pixels hierarchical in 3-level so that visiting counts is minimized. As experimental results, $8{\times}8$ is the most efficient size of tile and the last step of tile traversing is performed on $2{\times}2$ sized subtile. The rasterizer supports flat shading and gouraud shading and texture mapper supports affine mapping and perspective corrected mapping. Also, texture mapper supports point sampling mode and bilinear interpolating sampling mode and two types of wrapping modes and various blending modes. The rasterzer operates as 120Mhz on xilinx vertex4 $l{\times}100$ device. To easy verification, texture memory and frame buffer are generated as block rom and block ram.

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Implementing Renderer for Viewport Dependent 360 Video (사용자 시점 기반 360 영상을 위한 렌더러 구현)

  • Jang, Dongmin;Son, Jang-Woo;Jeong, JongBeom;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.747-759
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    • 2018
  • In this paper, we implement viewport dependent tile partitioning for high quality 360 video transmission and rendering method to present a HMD (Head Mounted Display) screen for 360 video quality evaluation. As a method for high-quality video transmission based on a user's viewport, this paper introduces MCTS (Motion Constrained Tile Sets) technique for solving the motion reference problem and EIS (Extraction Information Sets) SEI including pre-configured tile information, and extractor that extracts tiles. In addition, it explains tile extraction method based on user's viewport and implementation contents of the method of expressing on an HMD. Therefore, if 360 video is transferred by the proposed implementation which only transfers video from the user viewport area, it is possible to express higher quality video with lower bandwidth while avoiding unnecessary image transmission.

Decorative PhotoMosaics (장식적인 포토모자이크)

  • 김정은;나현철;윤경현
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.667-670
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    • 2004
  • 지금까지 발표된 포토 모자이크 제작 방법은 입력영상을 일정한 크기의 사각형 격자로 나눈 후, 데이터베이스로 구축해 놓았던 이미지들을 입력영상의 색상이 비슷한 격자에 매핑시키는 방법이었다. 본 논문에서는 사각형 타일을 이용하여 입력영상을 표현하는 방법은 같지만, 타일들 사이에 틈을 주어 이미지 에지 주변의 타일들을 회전하거나 이동시킬 수 있게 하여 에지의 방향성을 최대한 표현해낼 수 있는 방법을 제안한다.

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Analysis of Success Factors for Effective Stroke of Golf Beginners (골프 입문자들의 유효타에 대한 성공요인 분석)

  • Woo, Byung-Hoon
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.5
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    • pp.1190-1199
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    • 2020
  • The purpose of this study is to analyze the variables affecting the effective stroke in the swing performed through 12 weeks of training for golf beginners, and to provide basic data on the effective stroke factors for the golf beginners to settle on the fairway. Twenty subjects were participate in the study (age: 21.35±1.69 yrs, height: 176.75±7.99 cm, weight: 70.70±9.76 kg). All subjects were subjected to a 12-week golf training, and trackman 4 was used in the 12th week to calculate variables affecting the effective stroke during a golf swing. Trackman data was divided into club-variables and ball-variables, and a binary logistic regression analysis was performed to find out the variables affecting effective strokes. In club-variables, high dynamic loft and low face angles were found in effective stroke, and in ball-variables, fast ball speed, large smash factor, high launch angle, and many spin rates were also found in effective stroke. As a result of the binary logistic regression analysis of club-variables, the probability of an effective stroke increased as the club speed and dynamic loft increased, and the probability of an effective stroke decreased as the face angle increased. The influence of effective stroke in the club-variables was in the order of dynamic loft, face angle, and club speed. In the ball-variable, the probability of an effective stroke increased when the lunch angle increased, and the probability of an effective stroke decreased as the lunch direction increased. As a condition to increase the probability of effective stroke based on the results, it is necessary to increase the club speed through high dynamic loft and low face angle during swing through continuous practice. Through this, the probability of effective stroke through increasing the launch angle and decreasing the launch direction will increase.

Construction of Low Cost Tiled Display System with Super High Resolution (초고해상도 저가형 타일드 디스플레이 시스템 구축)

  • Kim, Gi-Beom;Kim, Dae-Hyun;Park, Seong-Won;Kim, Myoung-Jun
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.455-462
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    • 2006
  • 본 논문에서는 저가의 보급형 프로젝터를 사용하고 Programmable GPU 기법중 Pixel Shader 기술을 이용하여 에지블렌딩을 수행하였으며, $7{\times}4$ 개의 프로젝터로 구성된 $6592{\times}2784$ 픽셀의 초고해상도를 가지는 $5.6m{\times}2.4m$ 의 대형 타일드 디스플레이를 구축해 보았다. 또한 타일드 디스플레이용 응용프로그램으로서 타일드 디스플레이 시스템을 마치 하나의 컴퓨터처럼 작동시킬 수 있는 타일드 디스플레이 관리 프로그램을 개발했으며, 이 프로그램은 컴퓨터와 프로젝터 제어, 응용프로그램 실행 및 종료를 담당한다. 그 외에도 일반 컴퓨터에서는 실행이 불가능한 초고해상도의 이미지 및 동영상까지도 볼 수 있는 이미지 뷰어와 동영상 플레이어를 개발하였다. 또한 100 만 폴리곤 이상의 3D 모델을 실시간으로 인터렉션 할 수 있는 3D 뷰어 등을 개발 하였다.

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A Study for Selecting Dead Time Compensation Voltage (데드타임 보상 전압 선정에 대한 연구)

  • Ju, Jaeyeon;Choi, Seung-Cheol;Lee, Hak-Jun;Hong, Chanook;Kim, Young-Min
    • Proceedings of the KIPE Conference
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    • 2016.07a
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    • pp.97-98
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    • 2016
  • 일반적으로 산업체에서 사용되는 전압형 PWM(Pulse Width Modulation) 인버터는 2개의 스위칭 소자가 직렬 연결된 단상하프 브릿지 회로를 기본 회로로 사용한다. 보통 극(pole), 암(arm) 또는 레그(leg)라 불리며 상보적으로 스위칭한다. 하지만 게이팅 신호 전달의 시지연과 스위치의 온-오프 시간차이에 의해 두 스위치가 동시에 켜지는 단락 사고를 방지하기 위해 데드 타임을 사용한다. 데드 타임은 직렬 연결된 두 스위치를 동시에 끔으로써 인버터의 안정적인 동작을 보장하지만 인버터 출력 전압 제어가 불가능하여 전압 및 전류 왜곡과 소음, 진동을 야기한다. 본 논문에서는 데드 타임 보상을 위한 적절한 전압 선정 방법에 대해 알아본다. 데드 타임 보상 전압 선정을 위해 부하 전류의 6고조파 성분을 추출, 비교하여 적절한 데드 타임 보상 전압을 선정하였으며 실험을 통해 그 유효성을 검증하였다.

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Effects of substrate type on adhesion strength of cementitious tile adhesive (타일시멘트 접착강도에 미치는 Substrate 종류의 영향)

  • Choi, Nak-Woon;Kim, Sung-Hoon;Kim, Eun-Jeong
    • Proceedings of the Korea Concrete Institute Conference
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    • 2010.05a
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    • pp.325-326
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    • 2010
  • In this study, we prepared three kinds of substrate for the adhesion strength test of cementitious tile adhesive. As a result, the maximum adhesion strength is obtained from the concrete substrate specified in ISO 13007 regardless of curing condition of tile cement specimens.

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