• Title/Summary/Keyword: 3 Graphics

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Standardization of Pattern Design of Korean Traditional Women's Durumgi (한복 여자두루마기 원형설계의 표준화를 위한 연구)

  • Jung, Ok-Im
    • Journal of the Korean Home Economics Association
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    • v.45 no.3
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    • pp.11-21
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    • 2007
  • So far, the graphics of Korean clothing have focused on maintenance of forms without specific improvement. In particular, in the archetypal design of a Jeogori, ambiguous standards on the overlapping of left and right collars and collar strips cause problems in the teaching and teaming of Korean traditional clothing. As a result, the graphics of men's Durumagis based on a Korean Jeogori have the same problems as Jeogoris and the connection between them has not been sufficiently studied. Design of "Moo" in respect to graphics of men's Durumagis has its own calculation equation or measures, but they can not be generalized. This study therefore considers the existing graphics of men's Durumagis or approaches of Moo in different angles by reviewing the connection between Durumagis and Jeogoris. Therefore, archetypal forms of Durumagis are designed with a radius of a circle using one's height and the girth of one's chest, which contributes to symmetry of the collars and teaming effects through scientific graphics of "Moo." It is further expected that can be mass-produced through archetypal design of overcoats and graphics of "Moo" of Durumagis that can be standardized as well as connection between graphics of Jeogoris and Jeogoris.

Compression of 3D Mesh Geometry and Vertex Attributes for Mobile Graphics

  • Lee, Jong-Seok;Choe, Sung-Yul;Lee, Seung-Yong
    • Journal of Computing Science and Engineering
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    • v.4 no.3
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    • pp.207-224
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    • 2010
  • This paper presents a compression scheme for mesh geometry, which is suitable for mobile graphics. The main focus is to enable real-time decoding of compressed vertex positions while providing reasonable compression ratios. Our scheme is based on local quantization of vertex positions with mesh partitioning. To prevent visual seams along the partitioning boundaries, we constrain the locally quantized cells of all mesh partitions to have the same size and aligned local axes. We propose a mesh partitioning algorithm to minimize the size of locally quantized cells, which relates to the distortion of a restored mesh. Vertex coordinates are stored in main memory and transmitted to graphics hardware for rendering in the quantized form, saving memory space and system bus bandwidth. Decoding operation is combined with model geometry transformation, and the only overhead to restore vertex positions is one matrix multiplication for each mesh partition. In our experiments, a 32-bit floating point vertex coordinate is quantized into an 8-bit integer, which is the smallest data size supported in a mobile graphics library. With this setting, the distortions of the restored meshes are comparable to 11-bit global quantization of vertex coordinates. We also apply the proposed approach to compression of vertex attributes, such as vertex normals and texture coordinates, and show that gains similar to vertex geometry can be obtained through local quantization with mesh partitioning.

DMGL: An OpenGL ES Based Mobile 3D Rendering Libraries (DMGL: OpenGL ES 기반 모바일 3D 렌더링 라이브러리)

  • Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1160-1168
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    • 2008
  • Recent technological innovations of mobile hardware which make it possible to implement real-time 3D rendering effects under mobile environment have provided a potential to develop realistic mobile application programs. This paper presents platform independent, OpenGL ES based, real-time mobile rendering libraries, called DMGL for supporting high quality 3D rendering on handhold devices. The libraries allows the programmers who develops mobile graphics softwares to generate varying advanced real-time 3D graphics effects without great effort. Moreover, GPGPU-based libraries give a set of functions to solve complex equations for simulating natural phenomena such as smoke and fire, and to render the results in real-time.

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High Performance Reflection Effect Processing for Moving Pictures in 3 Dimensional Graphics (3차원 그래픽스의 동영상에 대한 반사 효과의 고속처리)

  • Lee, Seung-Hee;Lee, Keon-Myung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.3
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    • pp.444-449
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    • 2009
  • With the advance of high performance computing hardware, many applications have been emerging which exploit real-time computer graphics capabilities. This paper is concerned with an effective realization method for reflection effect for the situations in which moving pictures are played in 3D computer graphics modeling world. The method determines in an geometric way the locations of the projection plan into which the playing areas of moving pictures are mapped, and then realizes the reflection effect with texture mapping. Compared with the traditional stencil buffer-based reflection method, the processing time of the proposed method does not significantly deteriorate for the models with moving pictures and reflection surfaces, and its throughput was improved by 30% at minimum and 127% at maximum for the models used in the comparative studies.

An Implementation Method of Virtual Environment Physical Properties (가상물체의 물리적 속성 구현 방법)

  • Im, Chang-Hyuck;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.1
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    • pp.25-32
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    • 2007
  • Computer graphics technology has advanced such that all objects can be represented within a computer display. However, because computer displays have a finite resolution, the variety of objects that can be realistically represented together in the same view is restricted by the difference in their relative size. In addition, objects cannot be rendered according to their physical properties in terms of real length units in current computer graphics technology. To solve these problems, we have defined a method that allows objects to be described using real-world physical property units, such as metric units, in a computer graphics system, and developed a 3D browser based on X3D, which implements the concept of relative proportion properties.

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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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Video-Based Augmented Reality without Euclidean Camera Calibration (유클리드 카메라 보정을 하지 않는 비디오 기반 증강현실)

  • Seo, Yong-Deuk
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.3
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    • pp.15-21
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    • 2003
  • An algorithm is developed for augmenting a real video with virtual graphics objects without computing Euclidean information. Real motion of the camera is obtained in affine space by a direct linear method using image matches. Then, virtual camera is provided by determining the locations of four basis points in two input images as initialization process. The four pairs of 2D location and its 3D affine coordinates provide Euclidean orthographic projection camera through the whole video sequence. Our method has the capability of generating views of objects shaded by virtual light sources, because we can make use of all the functions of the graphics library written on the basis of Euclidean geometry. Our novel formulation and experimental results with real video sequences are presented.

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APPLICATION OF HIGH RESOLUTION SATELLITE IMAGERY ON X3D-BASED SEMANTIC WEB USING SMART GRAPHICS

  • Kim, Hak-Hoon;Lee, Kiwon
    • Proceedings of the KSRS Conference
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    • v.2
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    • pp.586-589
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    • 2006
  • High resolution satellite imagery is regarded as one of the important data sets to engineering application, as well as conventional scientific application. However, despite this general view, there are a few target applications using this information. In this study, the possibility for the future wide uses in associated with smart graphics of this information is investigated. The concept of smart graphics can be termed intelligent graphics with XML-based structure and knowledge related to semantic web, which is a useful component for the data dissemination framework model in a multi-layered web-based application. In the first step in this study, high resolution imagery is transformed to GML (Geographic Markup Language)-based structure with attribute schema and geo-references. In the second, this information is linked with GIS data sets, and this fused data set is represented in the X3D (eXtensible 3D), ISO-based web 3D graphic standard, with styling attributes, in the next stop. The main advantages of this approach using GML and X3D are the flourished representations of a source data according to user/clients’ needs and structured 3D visualization linked with other XML-based application. As for the demonstration of this scheme, 3D urban modelling case with actual data sets is presented.

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A Design of a 3D Graphics Rasterizer with culling and clipping (컬링과 클리핑을 포함한 3D그래픽스 래스터라이져 설계)

  • Lee, Kwang-Yeob;Koo, Yong-Seo
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.8
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    • pp.89-96
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    • 2007
  • In this paper, we designed 3D graphics rasterizer with a culling and clipping for the efficient 3D graphics accelerator. The proposed rasterizer is implemented for the mobile system and process frustum culling, back face culling, Y-axis clipping and X-axis clipping. The rasterzier consists of triangle setup, edge walk and span process unit. Each unit of rasterzier is designed with a culling and clipping. It supports goraud shading with 16 bits depth values and 16 bits color values. The estimated performance of proposed rasterizer is 52M pixels per second.

A Design of Programmable Fragment Shader with Reduction of Memory Transfer Time (메모리 전송 효율을 개선한 programmable Fragment 쉐이더 설계)

  • Park, Tae-Ryoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2675-2680
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    • 2010
  • Computation steps for 3D graphic processing consist of two stages - fixed operation stage and programming required stage. Using this characteristic of 3D pipeline, a hybrid structure between graphics hardware designed by fixed structure and programmable hardware based on instructions, can handle graphic processing more efficiently. In this paper, fragment Shader is designed under this hybrid structure. It also supports OpenGL ES 2.0. Interior interface is optimized to reduce the delay of entire pipeline, which may be occurred by data I/O between the fixed hardware and the Shader. Interior register group of the Shader is designed by an interleaved structure to improve the register space and processing speed.