• Title/Summary/Keyword: 3D Tile

Search Result 171, Processing Time 0.024 seconds

A Design of Hierarchical Tile-based Rasterizer Using The Improved Tiling Algorithm (타일링 속도를 개선한 계층 구조 타일 기반 Rasterizer 설계)

  • Kim, Do-Hyun;Kyung, Gyu-Taek;Kwak, Jae-Chang;Lee, Kwang-yeob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.309-311
    • /
    • 2014
  • The tile-based rendering technique which divides the screen area into tiles of a specific size and creates a 3D graphic model of one tile at a time is used to efficiently utilize limited resources in a 3D graphic pipeline. In this paper, the tiling speed of tile-based rendering was improved by reducing the count of calling lower-levels in the hierarchical tile-based rendering technique. The tiling speed of the proposed Rasterizer is 13.030ms which is 56% faster than 29.614ms of multi-sort tiling and 24% faster than 17.208ms of the conventional hierarchical tiling technique.

  • PDF

Design of Caching Scheme for Mobile Underground Geospatial Information Map System (모바일용 지하공간정보지도 관리 시스템에서 응답속도 향상을 위한 캐싱 기법)

  • Kim, Yong-Tae;Kouh, Hoon-Joon
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.1
    • /
    • pp.7-14
    • /
    • 2022
  • Unlike general maps, the underground geospatial Information is a system made to view underground information in a 3D shape. This system is managed by a tile maps to lighten the data. But there are various underground structures in the basement, and the structures are made of 3D data, so the data size is large. Therefore, when a client mobile program requests a tile map, the service server fetches the requested tile map from the DB server and transmits ti to the client, but there is a transmission delay time problem. In this paper, we design the tile cache method to improve the request response speed for the tile map data provided to the client in the mobile underground geospatial information system. We propose a method in which a service server predicts and prefetchs the next tile map while the client is viewing tile map, and stores the prefetching data in the memory of client mobile terminal. Then, the transmission delay time problem can be solved.

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
    • /
    • v.20 no.1
    • /
    • pp.75-81
    • /
    • 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.

A Design of a Tile Based Rasterizer Using Memory Hierarchy Structure (메모리 계층 구조를 사용한 타일 기반 레스터라이져 설계)

  • Kim, Do Hyun;Kwak, Jae Chang
    • Journal of IKEEE
    • /
    • v.19 no.4
    • /
    • pp.590-595
    • /
    • 2015
  • This paper proposes a design of efficient hierarchy structure in the tile based rasterizer. The proposed hierarchy structure avoids unnecessary calls of low level tile at which a calculation is not required. A low level tile is classified into three categories based on its maximum, minimum position, and inside outside test. The necessity of calculations on the corresponding low level tile can be determined by its classification. The overall amount of computations for graphic processing can be reduced by not calling for the low level tile with no calculation. The proposed hierarchy structure can reduce an execution time of graphic processing. It shows higher efficiency with the more vertex density of formulating 3D model.

3D Tile Application Method for Improvement of Performance of V-world 3D Map Service (브이월드 3D 지도 서비스 성능 향상을 위한 3D 타일 적용 방안 연구)

  • Kim, Tae Hoon;Jang, Han Sol;Yoo, Sung Hwan;Go, Jun Hee
    • Journal of Korean Society for Geospatial Information Science
    • /
    • v.25 no.1
    • /
    • pp.55-61
    • /
    • 2017
  • The V-world, korean type spatial information open platform, provides various services to easily utilize 2D, 3D map and administrative information of the country. Among them, V-world 3D map service, modeled in individual building unit, require requests for each building model file and the draw calls for drawing models on the screen by the request. This causes a large number of model requests and draw calls to occur that increase the latency occurring during the transmission and conversion process between the central processing unit(CPU) and the graphic processing unit(GPU), which lead to the performance degradation of the 3D map service. In this paper, we propose a performance improvement plan to reduce the performance degradation of 3D map service caused by multiple model requests and draw calls. Therefore, we tried to reduce the number of requests and draw calls for the model file by applying a 3D tile model that combined multiple building models to single tile. In addition, we applied the quadtree algorithm to reduce the time required to load the model file by shortening the retrieval time of the model. This is expected to contribute to improving the performance of 3D map service of V-world.

Effects of Tile Drain on Physicochemical Properties and Crop Productivity of Soils under Newly Constructed Plastic Film House (신설 하우스 시설재배지의 파이프 암거배수 효과)

  • Kim, Lee-Yul;Cho, Hyun-Jun;Han, Kyung-Hwa
    • Korean Journal of Soil Science and Fertilizer
    • /
    • v.36 no.3
    • /
    • pp.154-162
    • /
    • 2003
  • This study was conducted to investigate the effects of tile drain on Physicochemical properties and crop productivity of soils under plastic film house for three years (1999 - 2001). Tiles (${\Phi}100mm$ PVC pipe) were established at 50-60 cm depth with 1 m, 2 m, and 3 m intervals in Gangseo silt loam soil under 2W-type plastic film house. Cropping system was a pumpkin-pumpkin in the first year, a cucumber-spinach-crown daisy-spinach-young radish in the second year, and a green red pepper-tomato-spinach in last year, with conventional fertilization and drip or furrow irrigation by groundwater pumping. Bulk density and soil hardness of plot with tile drain were lower than those of control (plot without tile drain). Soil water content was also lower in tile drain plot than in control regardless of soil depth, and decreased at narrower interval and longer distance from tile in the same plot, thus suggesting that water flow and density of tile drain plot was higher than those of control. Rhizosphere of spinach, a final crop of third year, was expanded more than 2 cm due probably to improvement of soil physical properties caused by tiles establishment. Electrical conductivity (EC) of topsoil decreased from $1.22dS\;m^{-1}$ to $0.82dS\;m^{-1}$ by tile drain system, and the extent of EC decrease was different with season: higher in spring and lower in summer and autumn. The $NO_{3^-}-N$ concentration in topsoil decreased, from $200mg\;kg^{-1}$ to $39mg\;kg^{-1}$. The effect of tile drain on crop yield varied with crops. Average crop productivity obtained in tile drain plot than that of control crop: 18.2% in 2 m interval, 14.2% in 3 m interval, but lower 0.2% in 1 m interval.

Application of Three-dimensional Scanning, Haptic Modeling, and Printing Technologies for Restoring Damaged Artifacts

  • Jo, Young Hoon;Hong, Seonghyuk
    • Journal of Conservation Science
    • /
    • v.35 no.1
    • /
    • pp.71-80
    • /
    • 2019
  • This study examined the applicability of digital technologies based on three-dimensional(3D) scanning, modeling, and printing to the restoration of damaged artifacts. First, 3D close-range scanning was utilized to make a high-resolution polygon mesh model of a roof-end tile with a missing part, and a 3D virtual restoration of the missing part was conducted using a haptic interface. Furthermore, the virtual restoration model was printed out with a 3D printer using the material extrusion method and a PLA filament. Then, the additive structure of the printed output with a scanning electron microscope was observed and its shape accuracy was analyzed through 3D deviation analysis. It was discovered that the 3D printing output of the missing part has high dimensional accuracy and layer thickness, thus fitting extremely well with the fracture surface of the original roof-end tile. The convergence of digital virtual restoration based on 3D scanning and 3D printing technology has helped in minimizing contact with the artifact and broadening the choice of restoration materials significantly. In the future, if the efficiency of the virtual restoration modeling process is improved and the material stability of the printed output for the purpose of restoration is sufficiently verified, the usability of 3D digital technologies in cultural heritage restoration will increase.

A Study on an Anti-ghost Television Receiving Antenna (반 고우스트 텔레비젼 수신 안테나 연구)

  • 기우황;육재임
    • Journal of the Korean Institute of Telematics and Electronics
    • /
    • v.13 no.2
    • /
    • pp.14-22
    • /
    • 1976
  • This research was started to develop a VHF television antenna which secures good pictures in spite of the disturbance from tile rear side. In a year of research, an antenna which front to banck ratio is gyrator than 30dB and whose side lobe level is smaller than -30dB alas been developed. This new antenna was designed log-periodically for the sake of wide frequency bandwidth which is necessary to cover all tile high channel. And it was found having characteristics of anti-interference against the disturbance wave from tole behind, and anti-ghosts from the reflected waves. Furthermore, the gain of this new antenna is reasonablly high, because of its low side lobe level. After all, the developed antenna is silpposcd to increace the service area considervably and to improve the TV receiving certainly.

  • PDF

Hardware Implementation of Rasterizer with SIMD Architecture Applicable to Mobile 3D Graphics System (모바일 3차원 그래픽스 시스템에 적용 가능한 SIMD 구조를 갖는 래스터라이저의 하드웨어 구현)

  • Ha, Chang-Soo;Sung, Kwang-Ju;Choi, Byeong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2010.05a
    • /
    • pp.313-315
    • /
    • 2010
  • In this paper, we describe research results of developing hardware rasterizer that is applicable to mobile 3D graphics system, designed in SIMD architecture and verified in FPGA. Tile-based scan conversion unit is designed like SIMD architecture running four tiles simultaneously and each tile traverses pixels hierarchical in 3-level so that visiting counts is minimized. As experimental results, $8{\times}8$ is the most efficient size of tile and the last step of tile traversing is performed on $2{\times}2$ sized subtile. The rasterizer supports flat shading and gouraud shading and texture mapper supports affine mapping and perspective corrected mapping. Also, texture mapper supports point sampling mode and bilinear interpolating sampling mode and two types of wrapping modes and various blending modes. The rasterzer operates as 120Mhz on xilinx vertex4 $l{\times}100$ device. To easy verification, texture memory and frame buffer are generated as block rom and block ram.

  • PDF

A Remote Partitioned Rendering System Using Direct3D (Direct3D 기반 원격 분할 렌더링 시스템)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
    • /
    • v.18 no.1
    • /
    • pp.115-124
    • /
    • 2018
  • Various kinds of tile-based ultra-high resolution display devices have been developed by, for example, constructing display walls using many commodity LCD displays. To represent 3D applications like computer games on these devices, one has to develop 3D applications or develop particular APIs only for representing on these devices. If one can develop a distributed rendering system using legacy 3D APIs such as OpenGL and Direct3D by extending a remote rendering system, commercial computer games can be represented on such display devices without modifying their source codes. The purpose of the paper is to propose a new Dired3D-based distribute rendering system by extending a Direct3D-based remote rendering system and to show its feasibility technically by appling it to a sample Direct3D application and performing a few experimentations.