• Title/Summary/Keyword: 3D ComputerGraphics

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A Simulation Framework for Mobile 3D Graphics Architecture (모바일 3차원 그래픽 아키덱쳐를 위한 시뮬레이션 프레임웍)

  • Lee Won-Jong;Park Jeong-Soo;Han Tack-Don
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.226-228
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    • 2006
  • In this paper we describe a simulation and development framework for designing mobile 3D graphics architectures. We are developing a simple and flexible simulation and verification environment (SVE) that uses gITrace's ability to intercept and redirect an OpenGL/ES streams. In combination wlth gITrace to trace OpenGL/ES commands, the SVE simulates the behavior of mobile 3D graphics pipeline during playback of traces, and then produces the second geometry trace that can be used as a test vector for the Verilog/HDL RT-level model. By comparing the frame-by-frame results, we can conduct architectural verification. To demonstrate the functionality of the SVE, we show the implementation of the verified mobile 3D architecture on a FPGA board. For this, we also present an application development environment (ADE) includes a mobile graphics API and a device driver interface (DDI). The proposed two software environments, the SVE and the ADE could be used fer developing and testing mobile applications, architectural study and speculative hardware designs.

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Rendering Trees Using Billboarding Method with View Dependent Texture Re-creation in Real-Time (시점 종속적 빌보드 텍스쳐 재생성을 이용한 나무의 실시간 렌더링)

  • Min, Sung-Hwan;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.4
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    • pp.9-16
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    • 2002
  • In this paper we propose an extended billboarding method for rendering trees. It's difficult circumstance that PC renders forest by general polygon rendering in real-time, because tree object consists of tremendous leaves and limbs. Our method re-creates an appropriate texture image by 3D image warping equation each frame, and we use it for a billboarding method. For speed up, we use warping method with a image pyramid and image caching.

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Unity: A Powerful Tool for 3D Computer Animation Production

  • Ecole Luthermilla;Kim Won-Tae;Yoon Jeong-Shick
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.45-57
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    • 2023
  • Unity is a powerful game engine that can be used to create 2D or 3D content. The current study focuses on the use of Unity for 3D computer animations, covering the strengths, basic concepts and tools for creating and integrating 3D animations in Unity, including the use of keyframe animation, animation controllers, and blend trees. Also covering advanced topics such as skeletal animation, procedural animation and their applications in games, simulations, and other interactive media. Case studies that showcase the potential of Unity for 3D animation will be analyzed and discussed taking in the quality of visuals and the receptance by the public in general.

Building a 3D Modeling and Rendering Toolkit Using Object-Oriented Programming (3차원 모델링과 렌더링을 위한 객체 지향 그래픽스 툴킷)

  • Kim, Sung-hee;Lee, Hee-woong
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.61-67
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    • 1996
  • 3D graphics applications require managing and displaying objects as well as handling events. These tasks are quite complex for applications to worry about and are common to many applications. Therefore, many attempts have been made to provide toolkits with these capabilities for those applications. This paper presents a toolkit that is easy to use and well suited for the modeling and rendering tasks. The object-oriented programming techniques used in designing the toolkit make it flexible and easily extensible.

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3D Visualization and Analysis of Geotechnical Information (지반정보 3차원 영상화 및 해석기술 개발)

  • 김광은;송원경;신희순
    • Proceedings of the Korean Geotechical Society Conference
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    • 1999.10a
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    • pp.371-378
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    • 1999
  • A prototype computer program was developed which visualizes various kinds of geotechnical information using 3D object graphics techniques. The program integrates various kinds of geotechnical data such as surface geology map, boreholes data, geophysical data as well as man made subsurface structures. It also reads NGIS DXF map and generates digital elevation model from iso-elevation line layer of the DXF map. All the data are put into a 3D model as 3D objects. The created 3D model can be viewed and analysed in a interactive 3D way.

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A Case analysis of NFT digital art works (NFT 디지털아트 작품 사례분석)

  • Yoon, Heesun;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.55-61
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    • 2022
  • With the rapid development of information technology, Metaverse and Non-Fungible Token (hereinafter referred to as NFT) technology will not only create new supply and demand markets for digital art creators, but also for existing art writers. As interest in and trading of virtual assets and coins increases, so does the demand for digital art trading in the NFT market. This study examines the theoretical content of NFTs, blockchains, and Metaverse, and analyzes various expressions of NFT art that are currently popular. As the case study, 100 projects were selected and analyzed in the overall OpenSea ranking, which included 2D graphics, 3D graphics and motion graphics works. Then, from the perspective of creators, the graphic styles of NFT digital art are divided into 4 types: 2D graphics, 3D graphics, 2D dynamic graphics, 3D dynamic graphics, and analyzed and studied. It is hoped that in the future, this study can suggest the direction of creating graphic styles to digital art NFT creators.

A study on the skill education of 3D game graphics data using VRML (VRML을 이용한 3D 게임 그래픽 제작 교육 방법에 대한 연구)

  • 김치훈
    • Archives of design research
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    • v.17 no.3
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    • pp.101-110
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    • 2004
  • The purpose of this study is to draw a distinction between general computer graphics courses and game development ones and to find out making various improvements in game graphics courses. In addition to general hand-drawing skills and computer graphics technology which are essential for the students who major in game graphics; however, the special classes should be required for them to comprehend the work process of game development and to produce the game graphics data. This necessity of the discriminative education is going to be an identification of game development department. Although loading game data onto a game engine and finding out the solution to problems of data is one of the excellent settlement for educating game graphics students, it is not possible to purchase the commercial game engine such as Quake or Lithtech and to analyze the commercial program libraries. For this reason, this research presents the replacement of commercial game engine with VRML97 for the academic purpose and shows what effect upon education will be. It is expected that the VRML97 can be a substitute of the game engine for the effectiveness of game graphics education with more active study and verification of game fields.

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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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Multi-user Multi-purpose 3D Simulation Engine (다자참여 다목적 3차원 시뮬레이션 엔진)

  • Koh, Wook
    • Journal of the Korea Computer Graphics Society
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    • v.1 no.2
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    • pp.273-278
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    • 1995
  • 실시간 3차원 렌더링(real-time 3D rendering)은 멀티미디어와 그래픽 반도체 기술의 발달로 PC와 게임전용기에서 급속히 확산되고 있는 추세이며 응용소프트웨어의 개발과 이를 지원할 수 있는 기술 개발은 매우 중요한 과제이다. 본 논문에서는 다자참여 (multi-user)와 다목적(multi-purpose) 활용이 가능한 고성능 3차원 시뮬레이션 엔진 소프트웨어의 구현 방법을 제시한다. 또한 데이터베이스 구축을 하기위한 도구의 구성과 다목적 활용을 위한 재구성(reconfiguration) 방법을 제시한다.

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A design of a floating point unit with 3 stages for a 3D graphics shader engine

  • Lee, Kwang-Yeob
    • Journal of IKEEE
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    • v.11 no.4
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    • pp.358-363
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    • 2007
  • This paper presents a floating point unit(FPU) with 3 stages for a 3D graphics shader engine. It targeted to accelerate 3D graphics in portable device environments. In order to design a balanced architecture for a shader engine, we analyzed shader assembly instructions and estimated the performance of FPU with the method we propose. The proposed unit handles 4-dimensional data through separated two paths that are lead to general operation module and special function module. The proposed FPU is compiled as a form of the cascade FPU with 3 stages to efficiently handle a matrix operation with relatively low hardware overhead. Except some complex instructions that are executed using macro instructions, all instructions complete an operation in a single instruction cycle at 100MHz frequency. A special function module performs all operations in a single clock cycle using the Newton Raphson method with the look-up table.

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