• Title/Summary/Keyword: 2D ComputerGraphics

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A Study on the 3D Computer Graphics Application in Webtoons (웹툰에서의 3D컴퓨터그래픽스 적용에 관한 연구)

  • Moon, Hee Jeoung
    • Smart Media Journal
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    • v.4 no.3
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    • pp.31-37
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    • 2015
  • Recently, computer graphics has made possible a close representation of the due diligence. But, prefer the feel of a 2D computer graphics. 2D computer graphics and compositing of 3D computer graphics have already been produced for a long time. But, the virtual 3D computer graphics application in 2D image or live-action have been used to effect expression of a 2D computer graphics. Recently, 2D computer graphics content is being expanded through the cartoons. In some cases increase the efficiency by making a 3D computer graphics on the camera angle or temporal and spatial part. Through practical work and want to present the proper direction.

A Simplified Graphics System Based on Direct Rendering Manager System

  • Baek, Nakhoon
    • Journal of information and communication convergence engineering
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    • v.16 no.2
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    • pp.125-129
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    • 2018
  • In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations. In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen shots are included.

A Design of a Mobile Graphics Accelerator based on OpenVG 1.0 API

  • Kwak, Jae-Chang;Lee, Kwang-Yeob
    • Journal of information and communication convergence engineering
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    • v.6 no.3
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    • pp.289-293
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    • 2008
  • In this paper, we propose the hardware architecture to accelerate 2D Vector graphics process for mobile devices. we propose the Transformation Unit Architecture that considerates the operation dependency. It has 3 cycles excution time and uses 2 multipliers and 2 adders. Proposed paint generation unit uses a LUT method, so it does not execute color interpolation which needs to be calculated every time. The proposed OpenVG 1.0 Accelerator achieved a 2.85 times faster performance in a tiger model.

Computer Graphics : Theoretical Study of Antibacterial Quinolone Derivatives as DNA-Intercalator (Computer Graphies : Quinolone계 항균제의 DNA-Intercalator에 관한 이론적 연구)

  • 서명은
    • YAKHAK HOEJI
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    • v.39 no.1
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    • pp.78-84
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    • 1995
  • Based on Computer graphics molecular modeling method, quinolone derivatives as DNA-gyrase inhibitors formed stable DNA-intercalation complex with deoxycytidilyl-3',5'-deoxy guanosine[d($C_{p}G)_{2}$] dinucleotide. When d($C_{p}G)_{2}$ and d($A_{p}T)_{2}$, were compared in order to find out which DNA could form more stable DNA-Drug complex based on interaction energy($\Delta$E) and DNA-Drug complex energy, d($C_{p}G)_{2}$ resulted in lower energy than d($A_{p}T)_{2}$.

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A Design of a 8-Thread Graphics Processor Unit with Variable-Length Instructions

  • Lee, Kwang-Yeob;Kwak, Jae-Chang
    • Journal of information and communication convergence engineering
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    • v.6 no.3
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    • pp.285-288
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    • 2008
  • Most of multimedia processors for 2D/3D graphics acceleration use a lot of integer/floating point arithmetic units. We present a new architecture with an efficient ALU, built in a smaller chip size. It reduces instruction cycles significantly based on a foundation of multi-thread operation, variable length instruction words, dual phase operation, and phase instruction's coordination. We can decrease the number of instruction cycles up to 50%, and can achieve twice better performance.

A Kinematics Approach to 3D Graphical Interface (3D 그래픽스 인터페이스에 대한 운동학적 접근)

  • Lee, Joo-Haeng;Jang, Tae-Ik;Kim, Myung-Soo;Kim, Mansoo;Chong, Kyung Taek;Lee, Ee Taek
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.2
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    • pp.53-60
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    • 1996
  • In 3D graphics interface, 3D objects and virtual camera have many degrees of freedom. We interpret the control of 3D objects and virtual camera as a problem of kinematics and inverse kinematics. It is well known that extra degrees of freedom introduce various singularities in inverse kinematics. In this paper, we approach 3D graphics interface problems by reducing redundant degrees of freedom so that the control degrees of freedom matches with the degrees of freedom in the motions of 3D objects and virtual camera.

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A Design of 2D Vector Graphics Rasterizer with a Modified Scan-line Edge flag Algorithms for Mobile Device (모바일 기기를 위한 스캔라인 엣지 플래그 방식의 2D 벡터 그래픽 레스터라이저 설계)

  • Park, Jeong-Hun;Lee, Kwang-Yeob;Jeong, Tae-Ui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.298-301
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    • 2008
  • Vector Graphics describes an image with mathematical statements instead of pixel information, Which enables easy scalability without loss in image quality and usually results in a much smaller file size compared with bitmap images. In this paper, we propose Vector Graphics Rasterizer for mobile device with scan-line edge flag algorithm. Proposed Vector Graphics Accelerator was verified with OpenVG 2D Vector image. The estimated performance of proposed Accelerator is 5 frame per second with Tiger image.

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A New Mavigation Method in Virtual Environment

  • Koo, Eun-Young;Kon, Tae-Wook;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.643-645
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    • 2000
  • This paper puts emphasis on navigation in virtual environment, which is one of the major interfaces for the interactivity between human and virtual environment in virtual reality circumstances and worlds. It proposes a new navigation method: 2d Map-Based navigation, which prevents user's spatial lost in 3D Virtual Environment. The 2D Map-Based Navigation is composed of three major processes, Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The 2D Map-Based Navigation can reduce user's difficulties and improve user's sense of presence and reality in the virtual environments. The experiment study proved that the 2D Map-Based Navigation is a very natural, straightforward and useful navigation interface in the virtual environment.

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Hardware-Accelerated Real-Time Rendering for 3D Su-Muk Painting (하드웨어 가속 실시간 3차원 수묵화 렌더링)

  • Kang, Shin-Jin;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.2
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    • pp.31-38
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    • 2002
  • This paper presents a method for real-time 3D Sumi-e rendering us ing normal graphics hardware. Sumi-e is one of the traditional oriental painting styles. Most research on Sumi-e paintings has focused on 2D or :2.5D Sumi-e brushwork simulation. On these systems. complicated user's hand drawing is required to generate the image of Sumi-e effects. and it can render the 2D or 2.5D Sumi-e images only. We present an automated rendering system for 3D image of Sumi-e painting. It uses 3D common object as an input data and does not need any additional input of user brushwork. Especially for the real-time rendering. hardware-accelerated algorithm for Sumi-e rendering is newly suggested in our system. It is designed with efficiency for customer level graphics hard ware. The results of this paper show that the features of traditional Sumi-e painting are successfully modeled and that 3D Sumi-e painting is rendered in real-time effectively.

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Application of Multi-Resolution Modeling in Collaborative Design (협업 설계에서의 다중해상도 모델링 응용)

  • Kim, Taeseong;Han, Junghyun
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.2
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    • pp.1-9
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    • 2003
  • Information assurance(IA) refers to methodologies to protect engineering information by ensuring its availability, confidentiality, integrity, non-repudiation, authentication, access control, etc. In collaborative design, IA techniques are needed to protect intellectual property, establish security privileges and create "need to know" protections on critical features. Aside from 3D watermarking, research on how to provide IA to distributed collaborative engineering teams is largely non-existent. This paper provides a framework for information assurance within collaborative design, based on a technique we call role-based viewing. Such role-based viewing is achieved through integration of multi-resolution geometry and security models. 3D models are geometrically partitioned, and the partitioning is used to create multi-resolution mesh hierarchies. Extracting an appropriately simplified model suitable for access rights for individual designers within a collaborative design environment is driven by an elaborate access control mechanism.

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