• Title/Summary/Keyword: 3D Graphic processing

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Design of a SIMT architecture GP-GPU Using Tile based on Graphic Pipeline Structure (타일 기반 그래픽 파이프라인 구조를 사용한 SIMT 구조 GP-GPU 설계)

  • Kim, Do-Hyun;Kim, Chi-Yong
    • Journal of IKEEE
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    • v.20 no.1
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    • pp.75-81
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    • 2016
  • This paper proposes a design of the tile based on graphic pipeline to improve the graphic application performance in SIMT based GP-GPU. The proposed Tile based on graphics pipeline avoids unnecessary graphic processing operation, and processes the rasterization step in parallel. The massive data processing in parallel through SIMT architecture improve the computational performance, thereby improving the 3D graphic pipeline performance. The more vertex data of 3D model, the higher performance. The proposed structure was confirmed to improve processing performance of up to 3 times from about 1.18 times as compared to 'RAMP' and previous studies.

Power Estimation of The Embedded 3D Graphics Renderer (내장형 3차원 그래픽 렌더링 처리기의 전력소모)

  • Jang, Tae-Hong;Lee, Moon-Key
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.65-70
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    • 2004
  • The conventional 3D graphic accelerator is mainly focused on high performance in the application area of computer graphic and 3D video game How ever the existing 3D architecture is not suitable for portable devices because of its huge power. So, we analyze the embedded 3D graphics renderer. After the analyzing, to reduce the power, triangle set-up stage and edge walking stage are executed sequentially while scan-line processing stage and span processing stage which control performance of 3D graphic accelerator are executed parallel.

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Virtual Object Generation using No-Zippering Method (노-지퍼링 기법에 의한 가상객체 생성)

  • Kim, Ki-Ho;Ryou, Hwang-Bin
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3739-3751
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    • 2000
  • The remarkable progress of computer graphic and virtual reality fields has increased the need of 3D graphic data for implementing more realistic environments. However, despite this trend, lots of time and labor required to process 3D graphic information extracted still limits its application only to the specific areas. As one proper solution to this problem, 3D scanner acquiring graphic data in short time and new algorithm for a data processinig are often mentioned. In this paper, A method generatinig a virtual object quickly by not zippering range data obtained from 3D moire-scanner is introduced and its effectiveness is examined.

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Accelerating the Sweep3D for a Graphic Processor Unit

  • Gong, Chunye;Liu, Jie;Chen, Haitao;Xie, Jing;Gong, Zhenghu
    • Journal of Information Processing Systems
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    • v.7 no.1
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    • pp.63-74
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    • 2011
  • As a powerful and flexible processor, the Graphic Processing Unit (GPU) can offer a great faculty in solving many high-performance computing applications. Sweep3D, which simulates a single group time-independent discrete ordinates (Sn) neutron transport deterministically on 3D Cartesian geometry space, represents the key part of a real ASCI application. The wavefront process for parallel computation in Sweep3D limits the concurrent threads on the GPU. In this paper, we present multi-dimensional optimization methods for Sweep3D, which can be efficiently implemented on the finegrained parallel architecture of the GPU. Our results show that the overall performance of Sweep3D on the CPU-GPU hybrid platform can be improved up to 4.38 times as compared to the CPU-based implementation.

Accelerating Depth Image-Based Rendering Using GPU (GPU를 이용한 깊이 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.853-858
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    • 2006
  • In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation(DIBR) of 3D graphic object using graphic processing unit(GPU). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modem GPU and programmable shader support, we develop an efficient hardware-accelerating rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.

3D Holographic Image Recognition by Using Graphic Processing Unit

  • Lee, Jeong-A;Moon, In-Kyu;Liu, Hailing;Yi, Faliu
    • Journal of the Optical Society of Korea
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    • v.15 no.3
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    • pp.264-271
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    • 2011
  • In this paper we examine and compare the computational speeds of three-dimensional (3D) object recognition by use of digital holography based on central unit processing (CPU) and graphic processing unit (GPU) computing. The holographic fringe pattern of a 3D object is obtained using an in-line interferometry setup. The Fourier matched filters are applied to the complex image reconstructed from the holographic fringe pattern using a GPU chip for real-time 3D object recognition. It is shown that the computational speed of the 3D object recognition using GPU computing is significantly faster than that of the CPU computing. To the best of our knowledge, this is the first report on comparisons of the calculation time of the 3D object recognition based on the digital holography with CPU vs GPU computing.

3-D seismic data processing system for underground investigation (지반 조사를 위한 3차원 탄성파 자료처리시스템)

  • Sheen Dong-Hoon;Ji Jun;Lee Doo Sung
    • 한국지구물리탐사학회:학술대회논문집
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    • 2000.09a
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    • pp.147-157
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    • 2000
  • Primary purpose of the system developed in this study is 3-D seismic data processing system for underground investigation and this system is developed in PC based on Linux for lower-cost system. Basic data processing modules are originated from SU (Seismic Unix) which is widely used in 2-D seismic data processing and auxilious modules are developed for 3-D data processing The system which is constructed by using these data processing modules Is designed to GUI (Graphic User Interface) in order that one can easily control and for this purpose, GTK (Gimp Tool KiT) conventionally adapted in producing Linux application.

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An XML Database System for 3-Dimensional Graphic Images (3차원 그래픽 이미지를 위한 XML 데이타베이스 시스템)

  • Hwang, Jong-Ha;Hwang, Su-Chan
    • Journal of KIISE:Databases
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    • v.29 no.2
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    • pp.110-118
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    • 2002
  • This paper presents a 3-D graphic database system based on XML that supports content-based retrievals of 3-D images, Most of graphics application systems are currently centered around the processing of 2-D images and research works on 3-D graphics are mainly concerned about the visualization aspects of 3-D image. They do not support the semantic modeling of 3-D objects and their spatial relations. In our data model, 3-D images are represented as compositions of 3-D graphic objects with associated spatial relations. Complex 3-D objects are mode]ed using a set of primitive 3-D objects rather than the lines and polygons that are found in traditional graphic systems. This model supports content-based retrievals of scenes containing a particular object or those satisfying certain spatial relations among the objects contained in them. 3-D images are stored in the database as XML documents using 3DGML DTD that are developed for modeling 3-D graphic data. Finally, this paper describes some examples of query executed in our Web-based prototype database system.

Two Messages out of One 2D Matrix Bar Code

  • Cvitic, Filip;Pavcevic, Mario Osvin;Pibernik, Jesenka
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.3
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    • pp.1105-1120
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    • 2015
  • With the proposed principle of two-dimensional matrix bar code design based on masks, the whole surface of a 2D bar code is used for creating graphic patterns. Masks are a method of overlaying certain information with complete preservation of encoded information. In order to ensure suitable mask performance, it is essential to create a set of masks (mask folder) which are similar to each other. This ultimately allows additional error correction on the whole code level which is proven mathematically through an academic example of a QR code with a matrix of size $9{\times}9$. In order to create a mask folder, this article will investigate parameters based on Weber's law. With the parameters founded in the research, this principle shows how QR codes, or any other 2D bar code, can be designed to display two different messages. This ultimately enables a better description of a 2D bar code, which will improve users' visual recognition of 2D bar code purpose, and therefore users' greater enjoyment and involvement.

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.