• Title/Summary/Keyword: DirectX Library

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Direct3D Interface Module Development for Python Language (Python 언어를 위한 Direct3D 인터페이스 모듈 개발)

  • Lee, Gang-Seong
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.29-36
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    • 2006
  • This paper describes the implementation of Direct3D interface library for Python language. DirectX is the most popular library used for 3D games and 3D modelings. However, softwares which use the library can only be developed in the environments provided by Microsoft like Visual Studios and .NET framework. The interface module for Python, this paper presents, will extend the coverage of the useful library DirectX to a language which is not fully supported by Microsoft. The interface techniques described here can be a guide to develop interface modules for other languages too, which make their language more powerful and extensible. This paper describes the implementation techniques to develop the interface module for Python, advantages and disadvantages.

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Implementing a set of Direct3D Functions on OpenGL (OpenGL을 이용한 Direct3D 기능의 구현)

  • Do, Joo-Young;Baek, Nak-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.19-27
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    • 2011
  • In this paper, we present an emulation library for the essential features and their API function calls provided by Direct3D, the most actively used API for computer game-related application programs on the MS-Windows-based desktop's, with OpenGL library in the Linux environment. In typical Linux-based systems, only the X window system and OpenGL graphics library are available. There are lots of needs for this kind of emulation library to convert the Direct3D-based game applications and user interfaces on these systems. Through carefully selecting the essential API functions from the DirectX version 9.0, we obtained the prototype implementation of that emulation library, to finally get the final full-scale DirectX implementation. Our implementation currently covers 3D coordinate transformations, light and material processing, texture mapping, simple animation features and more. We showed its feasibility through successfully executing a set of Direct3D demonstration programs including a real-world game character animation on our implementation.

A Game Computing Environment and a Guideline for Developing 3-Dimensional Racing Games (3차원 레이싱 게임의 컴퓨팅 환경과 개발 방법)

  • Jang, Hyun-Duk;Kim, Seong-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.6
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    • pp.1226-1233
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    • 2005
  • The purpose of this paper is to overview the recently changed environments of developing a computer game software and propose an appropriate developemnt methodology to these environments. For the speed of playing 3-dimensional games in window-based environments of personal computer, we investigated DirectX as a game development library and suggested a guideline for developing 3-dimensional computer games which is compatible with various hardware platforms and keep up a fitting speed of game-playing.

Design of 3D Stereoscopic Electronic Book Authoring Tool Based on DirectX (DirectX기반 3차원 입체 eBook 영상 및 이미지 저작 도구 설계)

  • Park, Jinwoo;Lee, Keunhyoung;Kim, Jinmo;Hwang, Soyoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.171-173
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    • 2015
  • This paper proposes a design method of an authoring tool for making 3D e-book using DirectX development tools. There are several functions such as generation and modification of 3D objects, modification of textures, stereoscopic modes and pictures, video export and so on in the proposed authoring tool. To support these functions, we proposes design scheme such as data structures for generating 3D objects, anaglyph method using color differences and video export method using BandiCap library.

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A Simplified Graphics System Based on Direct Rendering Manager System

  • Baek, Nakhoon
    • Journal of information and communication convergence engineering
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    • v.16 no.2
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    • pp.125-129
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    • 2018
  • In the field of computer graphics, rendering speed is one of the most important factors. Contemporary rendering is performed using 3D graphics systems with windowing system support. Since typical graphics systems, including OpenGL and the DirectX library, focus on the variety of graphics rendering features, the rendering process itself consists of many complicated operations. In contrast, early computer systems used direct manipulation of computer graphics hardware, and achieved simple and efficient graphics handling operations. We suggest an alternative method of accelerated 2D and 3D graphics output, based on directly accessing modern GPU hardware using the direct rendering manager (DRM) system. On the basis of this DRM support, we exchange the graphics instructions and graphics data directly, and achieve better performance than full 3D graphics systems. We present a prototype system for providing a set of simple 2D and 3D graphics primitives. Experimental results and their screen shots are included.

High-Speed Implementations of Block Ciphers on Graphics Processing Units Using CUDA Library (GPU용 연산 라이브러리 CUDA를 이용한 블록암호 고속 구현)

  • Yeom, Yong-Jin;Cho, Yong-Kuk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.3
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    • pp.23-32
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    • 2008
  • The computing power of graphics processing units(GPU) has already surpassed that of CPU and the gap between their powers is getting wider. Thus, research on GPGPU which applies GPU to general purpose becomes popular and shows great success especially in the field of parallel data processing. Since the implementation of cryptographic algorithm using GPU was started by Cook et at. in 2005, improved results using graphic libraries such as OpenGL and DirectX have been published. In this paper, we present skills and results of implementing block ciphers using CUDA library announced by NVIDIA in 2007. Also, we discuss a general method converting source codes of block ciphers on CPU to those on GPU. On NVIDIA 8800GTX GPU, the resulting speeds of block cipher AES, ARIA, and DES are 4.5Gbps, 7.0Gbps, and 2.8Gbps, respectively which are faster than the those on CPU.

Guitar Rhythm Game Using Motion Capture (모션 캡쳐를 이용한 기타 리듬게임)

  • Park, DongGyu;Jeong, JeongSu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1106-1112
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    • 2013
  • Microsoft released motion sensing device named Kinnect on early 2010, which is available for developing Xbox 360 game and entertainment software. Also many third party libraries and applications are developed for Kinnect. In this paper, we studied and developed guitar rhythm game on Kinnect using three sensor units on it. Rhythm game is the most popular game genre for many game devices including PC, console device, and smart phone. The main reasons for their popularity depends on their simplicity, short learning time and physical activity with rhythms. We developed the game screen and layout on DirectX 11, also we used OpenNI library for recognize physical activity of gamer's body and fingers, and OpenGL for body gestures on the game.

Implementation of Optimized 3D Input & Output Systems for Web-based Real-time 3D Video Communication (웹 기반의 입체 동영상 통신을 위한 3차원 입출력 시스템의 최적화 구현)

  • Ko, Jung-Hwan;Lee, Jung-Suk;An, Young-Hwan
    • 전자공학회논문지 IE
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    • v.43 no.4
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    • pp.105-114
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    • 2006
  • In this paper, 3D input and output systems for a web-based real-time 3D video communication system using IEEE 1394 digital cameras, Intel Xeon Server system and Microsoft Directshow library is proposed. And some conditions for optimizing the operations of the stereo camera, 3D display and signal processing system are analyzed. Input & output systems are carefully selected, which can satisfy the required optimization conditions and the final 3D video communication system is implemented by using three optimized devices. The overall control system is developed with Microsoft Visual C++.Net and Microsoft DirectX 9.1 SDK. Some experimental results show that the observer can feel the natural presence from multi-view(4-view) 3D video of server system in real-time and also can feel the natural presence from 3D video of client system and finally suggest an application possibility of the proposed web-based real-time 3D video communication in real fields.

염색체 미세절단과 형광 접합법을 이용한 소 성염색체 library의 개발

  • 이종호
    • Journal of Embryo Transfer
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    • v.14 no.1
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    • pp.3-5
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    • 1999
  • 이식 전 수정란의 성판정은 많은 축산인의 소망이었다. 많은 방법이 제기되었지만, 세포유전학적 분석방법은 ET의 상용화에 거의 무의미할 정도로 한계가 많았고, 이후 개발된 응성 특이적 항원이나 X-염색체에서 발현되는 효소의 활동을 통한 성판정 방법은 흥미롭기는 하나 산업적 적용에 제약이 많았다. 80년대 중반 Y-염색체 특이적인 DNA 탐침자의 개발과 PCR을 통한 DNA증폭기술의 개발은 수정란 성판정을 획기적으로 개선시켰다. DNA기술을 통한 수정란의 성판정은 분자생물학을 현장으로 진출시킨 첫 경우이기도 했다. 90년대에 세포유전학적 분석에서 FISH가 소개되었으며, 염색체 특이적 library는 다른 기초적이고 응용세포유전학적 연구에 유용한 도구가 되었다. 최근에는 사람에서는 착상전 수정란의 성판별 및 유전진단을 위해 실시되고 있는 형광직접접합법(fluorescent in situ hybridization, FISH)은 효소적 유전자 증폭(polymerase chain reaction; PCR)에 비해 높은 민감도와 정확성을 보이고 있으나 hybridization 및 washing 과정에 매우 긴 시간이 소요되고, 절차도 까다로워 현장에서의 적용이 용이치 않았다. 그러나 direct labelled probe의 이용, heat programmable instrument의 개발, denaturing chemical의 사용배제 등을 통해 소요시간 및 절차의 대폭적인 간소화를 이루어 현장의 적용 가능성을 한층 높이고 있다. 현재 사람의 세포유전학 및 종양학에서는 FISH의 다양한 기술이 많이 이용하고 있으나 소에서는 탐침자(probe)가 개발되어 있지 않아 그 이용이 미미하다. 본 연구는 FISH를 이용하기 위한 탐침자의 개발을 궁극적인 목표로 삼았으며, 이를 위해 접근이 용이한 방식을 개발하여 기존의 방식과는 다른 소 배아세포의 성을 판별 할 수 있는 접근방법을 소개 하고자한다.

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Identification of Inhibitors Against BAK Pore Formation using an Improved in vitro Assay System

  • Song, Seong-Soo;Lee, Won-Kyu;Aluvila, Sreevidya;Oh, Kyoung Joon;Yu, Yeon Gyu
    • Bulletin of the Korean Chemical Society
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    • v.35 no.2
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    • pp.419-424
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    • 2014
  • The pro-apoptotic BCL-2 family protein BID activates BAK and/or BAX, which form oligomeric pores in the mitochondrial outer membrane. This results in the release of cytochrome c into the cytoplasm, initiating the apoptotic cascade. Here, we utilized liposomes encapsulating sulfo-rhodamine at a controlled temperature to improve upon a previously reported assay system with enhanced sensitivity and specificity for measuring membrane permeabilization by BID-dependent BAK activation. BAK activation was inhibited by BCL-$X_L$ protein but not by a mutant protein with impaired anti-apoptotic activity. With the assay system, we screened a chemical library and identified several compounds including trifluoperazine, a mitochondrial apoptosis-induced channel blocker. It inhibited BAK activation by direct binding to BAK and blocking the oligomerization of BAK.