• 제목/요약/키워드: 3 Graphics

검색결과 1,358건 처리시간 0.027초

Design of Pipelined Floating-Point Arithmetic Unit for Mobile 3D Graphics Applications

  • Choi, Byeong-Yoon;Ha, Chang-Soo;Lee, Jong-Hyoung;Salclc, Zoran;Lee, Duck-Myung
    • 한국멀티미디어학회논문지
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    • 제11권6호
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    • pp.816-827
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    • 2008
  • In this paper, two-stage pipelined floating-point arithmetic unit (FP-AU) is designed. The FP-AU processor supports seventeen operations to apply 3D graphics processor and has area-efficient and low-latency architecture that makes use of modified dual-path computation scheme, new normalization circuit, and modified compound adder based on flagged prefix adder. The FP-AU has about 4-ns delay time at logic synthesis condition using $0.18{\mu}m$ CMOS standard cell library and consists of about 5,930 gates. Because it has 250 MFLOPS execution rate and supports saturated arithmetic including a number of graphics-oriented operations, it is applicable to mobile 3D graphics accelerator efficiently.

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A Study for analysis of Inverse Kinematics system to Character Animations & Motion Graphics education

  • Cho, Hyung-ik;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • 제10권3호
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    • pp.149-156
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    • 2021
  • Today, 3D softwares have become an essential tool in all areas of Video, including Movies, Animations, CFs, Motion Graphics and Games. One of the most commonly used fields is the 3D character video part. However, these 3D character animations and motion graphics softwares are difficult to learn and too much to learn, making it difficult to learn them all in a university education with a limited time of four years. In this paper, many Inverse kinematics tools, which are essential in the 3D character animations and motion graphics field, compare and analyze the strengths and weaknesses of each tool, focusing on Bone, Character Studio, and Character Animation Toolkit, which are most commonly used in work fields. And use Delphi techniques for 3D experts to secure objectivity. Therefore, for universities that require large amounts of teaching in a limited time, I propose an analysis of which of the above three Inverse Kinetics tools is advantageous for students to select and focus on for efficient education.

A Study on Information Graphics in the Middle School Social Studies Textbooks

  • Lee, Sang-Bock
    • Journal of the Korean Data and Information Science Society
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    • 제16권3호
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    • pp.603-608
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    • 2005
  • The purpose of this qualitative case study is to understand how the idea of data view and information graphics is used in the social studios middle school textbooks. Data were collected through national curriculum documents and social studies middle textbooks for 7-9 grades. We set up three questions for this studies; what kinds of information graphics are used in the textbooks, how the graphics are organized in the social studies middle school, and how the 7th social studies curriculum is related with the 7th national mathematics curriculum. Through the data analysis, we found that 1) Photographs, illustrations, information maps, etc., are used and frequencies of their usages are in descending order, 2) double lines graphs, circle graphs, and stripe graphs nip often adopted for the comparison of populations, 3) the relation of the two subjects curricula is not so good, especially in the curriculum steps of information mads scatter diagrams, and comparison of populations. Finally we suggest that new web site of data view or information graphics be provided for two curricula, workshop of information graphics are needed for social studies teachers.

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임베디드 시스템을 위한 3차원 그래픽 가속 장치 구동기의 설계 및 구현 (Design and Implementation of a 3D Graphic Acceleration Device Driver for Embedded Systems)

  • 김성우;이중화;이종민
    • 한국멀티미디어학회논문지
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    • 제10권9호
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    • pp.1209-1219
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    • 2007
  • 임베디드 시스템과 같은 제한된 하드웨어에서 3차원 그래픽 기반의 응용 프로그램을 구동하는 것은 쉽지 않다. 그러한 시스템은 그래픽 가속 모듈을 구동하여 다양한 그래픽 기능을 처리할 수 있는 체계적인 3차원 그래픽 처리 구조가 필요하다. 본 논문에서는 임베디드 시스템을 위한 공개 소스 그래픽 윈도우 환경인 Tiny X 체계에서 3차원 그래픽 가속 장치 구동기를 구현하는 방법을 상세히 제시한다. 제안한 방법은 가속장치 구동기를 단계적으로 초기화하여 직접 렌더링 구조가 이를 적절하게 활용할 수 있도록 한다. 아울러, 3차원 그래픽 처리 성능을 효율적으로 평가할 수 있는 간단한 프로그램을 통하여 구현된 가속 장치 구동기에 대하여 적용하여 그 유용성을 확인하였다.

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3D컴퓨터그래픽스 가상현실 애니메이션 카메라와 실제카메라의 비교 연구 - Maya, Softimage 3D, XSI 소프트웨어와 실제 정사진과 동사진 카메라를 중심으로 (A study on comparison between 3D computer graphics cameras and actual cameras)

  • 강종진
    • 만화애니메이션 연구
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    • 통권6호
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    • pp.193-220
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    • 2002
  • The world being made by computers showing great expanses and complex and various expression provides not simply communication places but also a new civilization and a new creative world. Among these, 3D computer graphics, 3D animation and virtual reality technology wore sublimated as a new culture and a new genre of art by joining graphic design and computer engineering. In this study, I tried to make a diagnosis of possibilities, limits and differences of expression in the area of virtual reality computer graphics animation as a comparison between camera action, angle of actual still camera and film camera and virtual software for 3D computer graphics software - Maya, XSI, Softimage3D.

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슈퍼 그래픽의 이미지와 선호성 분석에 관한 연구 -시각디자인 요 소를 중심으로- (Studies on the Analysis of Super Graphic Image and Preference -with Visual Design Element-)

  • 나성숙
    • 한국조경학회지
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    • 제20권4호
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    • pp.54-75
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    • 1993
  • The purpose of this thesis is to suggest objective basic data for the super graphics in the urban landscape through the quantitative visual quality analysis. For this, the image structure of super graphics have been measured mainly by questionnaries and semantic differential scle method and analyzed by the method of factor analysis, means and multiple regression. Degree of visual preference have been measured mainly by questionnaries and likert attitude scale method and finaly these data have been analyzed by using the stepwise method. The data were collected by presenting 12 super graphics photographs-4 each sample pictures from the 3 each selected districts representing typical urban landscape style(central business district, shopping district, apartment complex). Observer groups were categorized as professionals, students, the others. Result of this thesis can be summarized as fallows: 1. From all 12(3${\times}$4) sample super graphics, the value of each semantic differential scale among the observer groups were presented significant group difference. But no significant difference of the S.D. scale value were observed among central business district, shopping district and apartment complex super graphics. 2. For all experimental points, 4 types of factor have been observed. Factors covering the image of super graphics were found to be the evaluation, the intimacy, the potentiality and the tidiness. 3. Main factors of the super graphics image and factors indicating the group variations yielded high significance between areas. 4. The harmony with surrounding environment, the proper selection of super graphics subject yielded high values for all groups. Especially, the good color sense with building was the most important variable determining the degree of visual preference. 5. The urban C.B.D. super graphics obtained 5∼12 ranks of regional visual preference and the shopping district super graphics obtained 2∼11 ranks, and apartment complex super graphics obtained 1∼7 ranks.

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저전력 모바일 장치를 위한 완전 프로그램 가능형 쉐이더 프로세서 (A Fully Programmable Shader Processor for Low Power Mobile Devices)

  • 정형기;이주석;박태룡;이광엽
    • 전기전자학회논문지
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    • 제13권2호
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    • pp.253-259
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    • 2009
  • 본 논문에서는 전용하드웨어를 사용하지 않는 새로운 구조의 범용 그래픽 쉐이더 프로세서를 제안한다. 최근 모바일 기기에서는 고성능을 유지하면서 저전력의 작은 크기를 가지는 그래픽 프로세서를 요구한다. 제안하는 쉐이더 프로세서는 OpenGL ES 2.0 그래픽 파이프라인 전체를 쉐이더 명령어로 실행할 수 있는 GP-GPU 구조를 갖는다. 프로그램을 구현하여 하나의 프로세서로 모든 그래픽 파이프라인 처리가 가능하기 때문에 Rasterization Unit과 같은 별도의 전용 하드웨어를 필요로 하지 않는다. 따라서 쉐이더 프로세서 하나로 Fully Programmable 3D Graphics Engine 구현이 가능하며 기존 쉐이더 프로세서에 비해 하드웨어 크기를 60% 줄였다.

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궤도 차량의 기동성능 예측을 위한 동적 시뮬레이터 개발 (Development of a Dynamic Simulator for Moving Capability Estimation of Track Vehicle)

  • 조길수
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 1999년도 추계학술대회 논문집 - 한국공작기계학회
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    • pp.137-141
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    • 1999
  • In this paper, we developed a Windows 95 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows 95'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 3D Graphics.

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궤도 차량의 기동성능 예측을 위한 동적 모델링 및 시뮬레이터 개발 (Development of a Simulator and Dynamic Modeling for Moving Capability estimation of Track Vehicle)

  • 김종수
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2000년도 춘계학술대회논문집 - 한국공작기계학회
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    • pp.194-198
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    • 2000
  • In this paper, we developed a Windows 98 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows 98' graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D graphics.

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궤도 차량의 기동성능 예측을 위한 동적 모델링 및 시뮬레이터 개발 (Development of a Simulator and Dynamic Modeling for Moving Capability Estimation of Track Vehicle)

  • 김종수;한성현;김용태;이경식
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.305-305
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    • 2000
  • In this paper, we developed a Windows 98 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows 98'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 3D Graphics.

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