• Title/Summary/Keyword: 3D Graphic processing

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Developemtn of Vehicle Dynamics Program AutoDyn7(II) - Pre-Processor and Post-Processor (차량동역학 해석 프로그램 AutoDyn7의 개발(∥) - 전처리 및 후처리 프로그램)

  • 한종규;김두현;김성수;유완석;김상섭
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.3
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    • pp.190-197
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    • 2000
  • A graphic vehicle modeling pre-processing program and a visualization post-processing program have been developed for AutoDyn7, which is a special program for vehicle dynamics. The Rapid-App for GUI(Graphic User Interface) builder and the Open Inventor for 3D graphic library have been employed to develop these programs in Silicon Graphics workstation. A Graphic User Interface program integrates vehicle modeling pre-processor, AutoDyn7 analysis processor, and visualization post-processor. In vehicle modeling pre-processor, vehicle hard point data for a suspension model are automatically converted into multibody vehicle system data. An interactive graphics capabilities provides suspension modeling aides to verify user input data interactively. In visualization post-processor, vehicle virtual test simulation results are animated with virtual testing environments.

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Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.22 no.5
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.

3-D seismic data processing system for underground investigation (지하 구조 영상화를 위한 3차원 탄성파 자료처리시스템 개발)

  • Sheen, Dong-Hoon;Ji, Jun;Lee, Doo-Sung
    • Proceedings of the Korean Geotechical Society Conference
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    • 2000.11a
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    • pp.585-592
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    • 2000
  • Primary purpose of the system developed in this study is 3-D seismic data processing system for subsurface structure imaging and this system is developed in PC based on Linux for lower-cost computer. 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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Implementation of Terrain Model Viewer by DirectX (DirectX에 의한 지형 모델 뷰어의 구현)

  • Sohn, Kwang-Hyun;Noh, Yong-Deok
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.9
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    • pp.2403-2411
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    • 1997
  • Direct3D is a recently developed 3D graphic accelerator such that we could make a Windows graphic programs with Direct3D easily. This paper presents the fractal terrain model viewer developed in terms of Direct3D. The object classes and the input dialog box used the model viewer, program initializing process, and the flow of the model viewer are discussed. Finally, the output of terrain formulation in wire-frame, solid, and point type form are presented. To show the results, the data of a terrain model were made by a fractal technique, the midpoint displacement methods with square lattices of points.

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Aeromagnetic Pre-processing Software Based on Graphic User Interface, KMagLevellingTM (그래픽 사용자 인터페이스 기반 항공자력탐사 전처리 S/W, KMagLevellingTM)

  • Ko, Kwang-Beom;Jung, Sang-Won
    • Geophysics and Geophysical Exploration
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    • v.17 no.3
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    • pp.171-178
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    • 2014
  • Aeromagnetic survey generally require much more pre-processing steps than that of common land survey due to several complex and cumbersome steps included in pre-processing stage. Therefore it is desirable to use specific processing tool especially based on graphic user interface. For this purpose, aeromagnetic pre-processing software based on graphic user interface under the Windows environment, called $KMagLevelling^{TM}$ was developed and briefly introduced. In an aspect of its user-friendliness and originality, three noticeable features of $KMagLevelling^{TM}$ are summarized as the following (1) function of representation and handling for large amount of aeromagnetic data set as a visualization in the form of flight-path (2) function of selective exclusion of unwanted data by using survey area information expressed as polygon, and (3) function of selective removal processing for the irregular flight-path data acquired within the entire survey area by implementing the segmentation of flight-path technique.

The Design of Parallel Processing S/W Using CUDA for Realtime 3D Laser Ladar Imaging System (실시간 3차원 레이저 레이더 영상 생성을 위한 CUDA 기반 병렬처리 소프트웨어 설계)

  • Cho, Yong Il;Ha, Choong Lim;Yang, Ji Hyeon;Kim, Jae Hyup
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.1-10
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    • 2013
  • In this paper, we propose a CUDA(Common Unified Device Architecture) based SW(software) design method for CPU(Central Processing Unit) and GPU(Graphic Processing Unit) parallel structure to implement real-time process in 3D Laser ladar(LADAR) imaging system. LADAR is a complex system to generate 3-dimensional image based on the laser ranging information, and requires massive process resources in each phase. Therefore, designing and implementing parallel structure are crucial to realize a real-time process within limited system resource. As a conclusion, we can meet the speed of required real-time process allocating separable work load to CUDA GPU by analyzing process algorithm in each phase and confirm the process speed increase by 46%.

An Implementation of 3D Graphic Accelerator for Phong Shading (퐁 음영법을 위한 3차원 그래픽 가속기의 구현)

  • Lee, Hyung;Park, Youn-Ok;Park, Jong-Won
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.526-534
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    • 2000
  • There have been many researches on the 3D graphic accelerator for high speed by needs of CAD/CAM,3D modeling, virtual reality or medical image. In this paper, an SIMD processor architecture for 3D graphic accelerator is proposed in order to improve the processing time of the 3D graphics, and a parallel Phong shading algorithm is presented to estimate performance of the proposed architecture. The proposed SIMD processor architecture for 3D graphic accelerator consists of PCI local bus interface, 16 Processing Elements (PE's), and Park's multi-access memory system (NAMS) that has 17 memory modules. A serial algorithm for Phong shading is modified for the architecture and the main key is to divide a polygon into $4\times{4}$ squares. And, for processing a square, 4 PE's are regarded as a PE Grou logically. Since MAMS can support block access type with interval 1, it is possible that 4 PE Groups process a square at a time. In consequence, 16 pixels are processed simultaneously. The proposed SIMD processor architecture is simulated by CADENCE Verilog-XL that is a package for the hardware simulation. With the same simulated results as that of the serial algorithm, the speed enhancement by the parallel algorithm to the serial one is 5.68.

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Development of a Pre-Processing Program for Flow Analysis Based on the Object-Oriented Programming Concept (OOP 개념에 기초한 유동해석용 전처리 프로그램 개발)

  • Myong, Hyon-Kook;Ahn, Jong-Ki
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.32 no.1
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    • pp.70-77
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    • 2008
  • A pre-processing program based on the OOP(object-oriented programming) concept has been developed. The program consists of the input of a 2D or 3D flow problem to a CFD program by means of an user-friendly interface and the subsequent transformation of this input into a form suitable for the solver(PowerCFD) using unstructured cell-centered method. User-friendly GUI(graphic user interface) has been built on the base of MFC(Microsoft Foundation Class). The program is organized as modules by classes based on VTK(Visualization ToolKit)-library, and these classes are made to function through inheritance and cooperation which is an important and valuable concept of object-oriented programming. The major functions of this program are introduced and demonstrated, which include mesh generation, boundary settings, solver settings, generation of grid connectivity and geometric data etc.

A 3D graphic pipelines with an efficient clipping algorithm (효율적인 클리핑 기능을 갖는 3차원 그래픽 파이프라인 구조)

  • Lee, Chan-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.8
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    • pp.61-66
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    • 2008
  • Recently, portable devices which require small area and low power consumption employ applications using 3D graphics such as 3D games and 3D graphical user interfaces. We propose an efficient clipping engine algorithm which is suitable in 3D graphics pipeline. The clipping operation is divided into two steps: one is the selection process in the transformation engine and the other is the pixel clipping process in the scan conversion unit. The clipping operation is possible with addition of simple comparator. The clipping for the Y-axis is achieved in the edge walk stage and that for the X and Z-axis is performed in the span processing. The proposed clipping algorithm reduces the operation cycles and the area of of 3D graphics pipelines. We designed a 3D graphics pipeline with the proposed clipping algorithm using Verilog-HDL and verifies the operation using an FPGA.

A Design of Low-power/Small-area Arithmetic Units for Mobile 3D Graphic Accelerator (휴대형 3D 그래픽 가속기를 위한 저전력/저면적 산술 연산기 회로 설계)

  • Kim Chay-Hyeun;Shin Kyung-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.5
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    • pp.857-864
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    • 2006
  • This paper describes a design of low-power/small-area arithmetic circuits which are vector processing unit powering nit, divider unit and square-root unit for mobile 3D graphic accelerator. To achieve area-efficient and low-power implementation that is an essential consideration for mobile environment, the fixed-point f[mat of 16.16 is adopted instead of conventional floating-point format. The vector processing unit is designed using redundant binary(RB) arithmetic. As a result, it can operate 30% faster and obtained gate count reduction of 10%, compared to the conventional methods which consist of four multipliers and three adders. The powering nit, divider unit and square-root nit are based on logarithm number system. The binary-to-logarithm converter is designed using combinational logic based on six-region approximation method. So, the powering mit, divider unit and square-root unit reduce gate count when compared with lookup table implementation.