• Title/Summary/Keyword: 3 Graphics

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Hardware Design of Pipelined Special Function Arithmetic Unit for Mobile Graphics Application (모바일 그래픽 응용을 위한 파이프라인 구조 특수 목적 연산회로의 하드웨어 설계)

  • Choi, Byeong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.8
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    • pp.1891-1898
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    • 2013
  • To efficiently execute 3D graphic APIs, such as OpenGL and Direct3D, special purpose arithmetic unit(SFU) which supports floating-point sine, cosine, reciprocal, inverse square root, base-two exponential, and logarithmic operations is designed. The SFU uses second order minimax approximation method and lookup table method to satisfy both error less than 2 ulp(unit in the last place) and high speed operation. The designed circuit has about 2.3-ns delay time under 65nm CMOS standard cell library and consists of about 23,300 gates. Due to its maximum performance of 400 MFLOPS and high accuracy, it can be efficiently applicable to mobile 3D graphics application.

A Low Power 3D Graphics Accelerator Considering Both Active and Standby Modes for Mobile Devices (모바일기기의 동작모드와 대기모드를 모두 고려한 저전력 3차원 그래픽 가속기)

  • Kim, Young-Sik
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.2
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    • pp.57-64
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    • 2007
  • This paper proposed the low power texture cache for mobile 3D graphics accelerators. It is very important to reduce the leakage power in the standby mode for mobile 3D graphics accelerators and the memory access latency of texture mapping in the active mode which needs a large memory bandwidth. The proposed structure reduces the leakage power using variable threshold values of power mode transitions according to the selected texture filtering algorithms of application programs, which has the run time gain for texture mapping. In the trace driven cache simulation the proposed structure shows the best 7% performance gain to the previous MSA cache according to the new performance metric considering both normalized leakage power and run time impact.

A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1245-1257
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    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

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Networked Virtual Reality Application in Maze Environment (미로 환경에서의 네트워크 가상현실 응용의 구현)

  • Han, Hwak;Koh, Wook;Ha, Soonhoi
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.2
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    • pp.37-44
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    • 1996
  • Networked virtual reality systems provide a consistent virtual world to the users, possibly distributed across long distances, and have been widely applied in the military, entertainment, and architectural areas. Large processing requirements, however, made these systems be mainly researched on the platforms of high-performance graphics workstations. This paper presents several problems when networked virtual reality systems are implemented on commodity PCs: two problems related with 3D graphical processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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Efficient Computation of Isosurface Curvatures on GPUs Based on the de Boor Algorithm (드 부어 알고리즘을 이용한 GPU에서의 효율적인 등가면 곡률 계산)

  • Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.47-54
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    • 2017
  • In this paper, we propose an improved curvature-based GPU (Graphics Processing Unit) isosurface ray-casting technique. Our method adopts the fast evaluation method proposed by Sigg et al. [1] to find the isosurface, but replaces the computation of the gradient and Hessian with the de Boor algorithm. In this way, we can reduce the number of additional texture fetches from 84 to 27 thus improving the performance by up to ${\approx}30%$, depending on the platforms.

A Study on the OpenGL Accelerating Performance Variations by the Configuration of Microprocessor (마이크로프로세서 구성에 따른 OpenGL 가속처리의 성능변화에 관한 연구)

  • Kim, Heui-Jung;Jeong, Jae-Hyun;Choi, Soon-Ho
    • Journal of Advanced Marine Engineering and Technology
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    • v.30 no.2
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    • pp.311-318
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    • 2006
  • In this study, the performance tests for single and dual micro processor configurations are performed to investigate how the accelerated OpenGL components and applications are dependent on processor configurations. At present, many major providers of the engineering graphics workstations have recommended that multiprocessors are better than single processor. However, we confirmed that the single processor configuration is more faster and more effective than competitive configurations and suggested the economic method to improve the performance of the engineering graphics workstations.

An Efficient Modeling of Inlay/Onlay Prostheses using Computer Graphics Deformation Techniques (컴퓨터 그래픽스 변형 기법을 이용한 인레이/온레이 보철물의 효율적인 모델링)

  • Yoo, Kwan-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.2
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    • pp.1-8
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    • 2005
  • 하나의 치아가 일부 파손되어 수복되어야 할 보철물을 인레이/온레이(Inlay/Onlay)라 한다. 본 논문에서는 3차원 메쉬 기반 모델에서 보다 정확한 인레이/온레이를 효과적으로 모델링하기 위한 기법을 제안한다. 인레이/온레이는 지대치와 접하는 내면과 밖으로 들어나는 외면으로 구성된다. 인레이/온레이의 내면 모델링은 2차원 다각선상의 Minkowski Sum 알고리즘을 이용하여 지대치와의 접합력을 확보한다. 그리고 미리 데이터베이스에 저장된 표준 치아 모델, 치과의사에 의해 만들어진 FGP(functionally guided plane) 및 메쉬의 변형 기법인 DMFFD(direct manipulation free-form deformation) 기법[16]과 MWD(multiple wires deformation) 기법[24]을 이용하여 외면을 모델링한다. 데이터베이스에 저장된 표준 치아는 인레이/온레이 외면의 형태를 결정하기 위해 사용되며, FGP는 환자의 인접면과 교합면의 특성을 반영하기 위해 사용되었다. 마지막으로 3차원 메쉬의 두 변형 기법인 DMFFD와 MWD 기법은 환자의 인접면과 교합면을 반영한 치아의 형태를 만들어 내기 위해 사용된다. 본 논문에서 제안한 방법은 인레이/온레이의 내면과 외면을 설계할 때 필요한 정보를 미리 설정하여 처리하므로 기존의 방법에 비해 짧은 시간에 보다 정확한 인레이/온레이를 설계할 수 있었다.

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Use of High-performance Graphics Processing Units for Power System Demand Forecasting

  • He, Ting;Meng, Ke;Dong, Zhao-Yang;Oh, Yong-Taek;Xu, Yan
    • Journal of Electrical Engineering and Technology
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    • v.5 no.3
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    • pp.363-370
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    • 2010
  • Load forecasting has always been essential to the operation and planning of power systems in deregulated electricity markets. Various methods have been proposed for load forecasting, and the neural network is one of the most widely accepted and used techniques. However, to obtain more accurate results, more information is needed as input variables, resulting in huge computational costs in the learning process. In this paper, to reduce training time in multi-layer perceptron-based short-term load forecasting, a graphics processing unit (GPU)-based computing method is introduced. The proposed approach is tested using the Korea electricity market historical demand data set. Results show that GPU-based computing greatly reduces computational costs.

Developemtn of Vehicle Dynamics Program AutoDyn7(II) - Pre-Processor and Post-Processor (차량동역학 해석 프로그램 AutoDyn7의 개발(∥) - 전처리 및 후처리 프로그램)

  • 한종규;김두현;김성수;유완석;김상섭
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.3
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    • pp.190-197
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    • 2000
  • A graphic vehicle modeling pre-processing program and a visualization post-processing program have been developed for AutoDyn7, which is a special program for vehicle dynamics. The Rapid-App for GUI(Graphic User Interface) builder and the Open Inventor for 3D graphic library have been employed to develop these programs in Silicon Graphics workstation. A Graphic User Interface program integrates vehicle modeling pre-processor, AutoDyn7 analysis processor, and visualization post-processor. In vehicle modeling pre-processor, vehicle hard point data for a suspension model are automatically converted into multibody vehicle system data. An interactive graphics capabilities provides suspension modeling aides to verify user input data interactively. In visualization post-processor, vehicle virtual test simulation results are animated with virtual testing environments.

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FOFIS : Forest Fire Information Systems (FOFIS: 산불 정보 시스템)

  • 지승도
    • Journal of the Korea Society for Simulation
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    • v.8 no.2
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    • pp.13-28
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    • 1999
  • The main purpose of this paper is to design and implement forest fire information system (FOFIS) for effective prevention of forest fire using GIS, database, 3-D graphics, and simulation techniques. In contrast to conventional fire information systems that are mostly based on the 2-D graphics and analytic modeling approaches, we have proposed the cell-based modeling approaches, i.e., spatial, data, and simulation modeling approaches. The cell-based spatial modeling is proposed by eliminating the cliff effect of the typical elevation model so that it can provide realistic 3-D graphics of the forest fire. The cell-based data modeling of geography, meteorology, and forestry information is also proposed. The cell-based dynamic modeling for forecasting of the fire diffusion is developed using the variable structure modeling techniques. Several simulation tests of FOFIS performed on a sample forest area of Chungdo, Kyungsangbukdo will demonstrate our approaches.

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