• Title/Summary/Keyword: 3 Graphics

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Parallel Multi-Monitor Display of Flight Simulation Graphics Using Linux Cluster (리눅스 클러스터를 이용한 비행환경 다중모니터 병렬 그래픽 처리)

  • Kim, Byoung-Soo;Kim, Ki-Young
    • Journal of the Korea Institute of Military Science and Technology
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    • v.9 no.3
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    • pp.20-24
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    • 2006
  • In this paper, our research efforts and activities for displaying flight simulation graphics on multi-monitors connected to a Linux cluster is introduced. In this pilot system graphics rendering as well as view calculation including LOD implementation for each monitor is peformed on each sub-node computer connected to the monitor rather than using an expensive main server. The Linux cluster is constructed by combining general-purpose desktop computers, and MPI library Is used for communication between sub-nodes. It could be concluded from our experience that it is possible to construct a massive multi-monitor display system by adding to the cluster as many sub-node computers and monitors as possible with economic efficiency.

Encoding of a run-length soruce using recursive indexing (줄길이 신호원의 순환지수 부호화)

  • 서재준;나상신
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.33A no.7
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    • pp.23-33
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    • 1996
  • This paper deals with the design of a recursively-indexed binary code for facsimile soruces and its performance. Sources used here are run-lengths of white pixels form higher-resolution facsimile. The modified huffman code used for G.3 facsimile is chosen for the performance comparison. Experiments confirm the fact that recursive indexing preserves the entropy of a memoryless geometric source: the entropy of recursively-indexed physical surce iwth roughly geometric distributin remains within 2% of the empirical source entropy. The designed recursively-indexed binary codes consist of a code applied to text-type documents and to graphics - type documents is compared iwth that of the modified huffman code. Numerical resutls show that the modified huffman code performs well for text-type documents and not equally well for graphics-tyep documents. On the other hand, recursively-indexed binary codes have shown a better performance for graphics-type documents whose distribution are similar to a geometric distribution. Specifically, the code rates of recursively-indexed binary codes with 60 codewords are from 8% to 20% of the empirical source entropy smaller than that of th emodified huffman code with 91 codewords.

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Implementation of Khronos OpenVG 1.0 Standard for Vector Graphics (Khronos OpenVG 1.0 벡터 그래픽 표준 API 구현)

  • Lee, Hwan-Yong;Lee, Jun-Young;Oh, Ae-Kyung;Sung, Hyun-Chan;Park, Ki-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.3
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    • pp.7-11
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    • 2006
  • 최근 임베디드 환경에서 2차인 Vector Graphics에 대한 요구는 크게 증가하고 있으며, Flash Lite, SVG등의 응용이 이미 널리 사용되고 있다. 반면 이러한 응용을 지원하기 위한 API의 표준은 전무한 실정이었다. OpenVG 1.0은 임베디드 시스템을 위한 미디어 표준 제정 기관인 Khronos Group에서 제정한 2차원 벡터 그래픽스를 위한 API (Application Programming Interface)로 2005년 8월 발표되었다. 본 논문에서는 OpenVG 표준에 대해 간략히 소개하고 (주)휴원에서 세계최초로 상용화 개발에 성공한 AlexVG Engine의 개발과정과 결과에 대하여 설명한다.

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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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Applications of Variable Indexed Colors for Game Development of Mobile Devices (모바일 기기용 게임 개발을 위한 가변 인덱스 컬러 응용)

  • Jung, Jong-Pi;Kim, Chee-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.49-56
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    • 2008
  • Most games based on PCs or consoles at present show vivid special effects and brilliance sceneries. However, the other games running on mobiles and portable devices can not show magnificent scenes because of low hardware specifications such as slow CPU, old graphics card and battery capacity. These games relatively prefer light and casual contents that do not need tremendous calculation. It is very important to keep minimum of game graphics quality in those games. Thus this research presents the new possibility of variable indexed color palettes to overcome the low hardware capacities.

Development of Off-line Simulator for Industrial Robots with Auto-teaching (자동교시기능을 갖는 산업용 로봇의 3차원 오프라인 시뮬레이터 개발)

  • 정동연;한성현
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.12
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    • pp.80-88
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    • 2003
  • We propose a new technique to design an unmaned integrating control system based-on Windows XP version off-Line Programming System which can simulate a dynamic model of robot manipulator in three dimensions graphics space in this paper. The robot with 4 and 6 axes modeled SM5 and AM1 respectively were adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed off-line program. The interface between users and the off$.$line programming system in the Windows XP's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by silicon Graphics, Inc. were utilized for three dimensions graphics.

A Study on the Printing Pattern Design using Computer Graphics (컴퓨터 그래픽스를 이용한 날염 패턴 디자인에 관한 연구)

  • 이연순
    • Journal of the Korean Home Economics Association
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    • v.30 no.1
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    • pp.49-65
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    • 1992
  • The writer did a survey of current textile patterns for the purpose of identifying a motif trend. After identifying a current motif trend the writer used an IBM PC 386 Computer and Lumena Software to design actual patterns. The results are as follows: 1. The most common currently used prints are floral patterns. 2. Knowing that floral patterns are most popular, the writer established a motif using the Rose of Sharon, the national flower of Korea. 3. Using computer graphics to move, enlarge and scale-down motif, the writer has been able to design various textile patterns. 4. Creating patterns with computer graphics was not only more efficient, but it also produced more accurate designs and a greater variety of designs. 5. Using the many computer graphic functions avaliable, a greater variety of patterns changes and compositions can be displayed than would be possible if produce by hand. 6. Computer simulations of textiles and clothing made it possible to evaluate the printed fabric or finished product. Faults in the printed fabric or clothing could be corrented before production. Through simulation then it is possible to create higher quality garments and readuce costly mistakes. Thereby greater profits will be realized from the finished garments.

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An Implementation of Laser image drawing with the uiversal joint (유니버셜 관절을 이용한 2차원 레이저 영상 구현)

  • Kim, Jong-Koul;Kim, Tae-Kagn;Lee, Keon-Young
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.2705-2707
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    • 2000
  • The branch of the laser imaging has implemented 3D graphics, color graphics and video images after it drew a simple image by development the salvo's X-Y scanner in 1960 year. Now it is used as the multimedia show of an event and an advertisement. The latest issue of laserist is the ability to generate laser images with the same ease and speed associated with traditional computer graphics. All laser projector used in the interior of a countris was imported from other country. The most important component of the laser projector is the speed and the accuracy of a actuator and the software which actuates the controller on computer. In this paper we developed the controller with a universal joint and the PC based user interface software in order to implement the laser image of two dimension, and will prepare the base of beginning the home laser projector

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Real-Time Shadow Generation Using Image-Based Rendering Technique (영상기반 렌더링 기법을 이용한 실시간 그림자 생성)

  • Lee, Jung-Yeon;Im, In-Seong
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.27-35
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    • 2001
  • Shadows are important elements in producing a realistic image. In rendering. generation of the exact shape and position of shadow is crucial in providing the user with visual cues on the scene. While the shadow map technique quickly generates a shadow for the scene wherein objects and light sources are fixed. it gets slow down as they start to move. In this paper. we apply an image-based rendering technique to generate shadows in real-time using graphics hardware. Due to the heavy requirement of storage for a shadow map repository. we use a wavelet-based compression scheme for effective compression. Our method will be efficiently used in generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

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Functional Characteristics of PREMO-An ISO Standard for Presentation Environments for Multimedia Objects- (국제 표준 프리모-멀티미디어 객체 표현환경의 기능 특성)

  • Kim, Min-Hong;Kim, Ha-Jin
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.2
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    • pp.399-406
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    • 1996
  • LSO/IEC JTCI/SC24 is responsible for the development and maintenance of computer graphics standards. This subcommittee recognized the need to develop a new graphics standard, and launched a new project named PREMO which stands for Presentation Environment for Multimedia Objects. As the name implies, PREMO is intended to address not only graphics but also multiple media presentation using object concepts and a new formal description techniques. at the time of writhing this paper, Part 1 and Part 2 were in the stage of Committee Draft and Part 3 is a Working Draft. The Part 4 is at an earlier stage within ISO/IEC. This paper is to present the procedures and works taken to develop PREMO.

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