• Title/Summary/Keyword: Graphics

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Acceleration of Feature-Based Image Morphing Using GPU (GPU를 이용한 특징 기반 영상모핑의 가속화)

  • Kim, Eun-Ji;Yoon, Seung-Hyun;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.2
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    • pp.13-24
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    • 2014
  • In this study, a graphics-processing-unit (GPU)-based acceleration technique is proposed for the feature-based image morphing. This technique uses the depth-buffer of the graphics hardware to calculate efficiently the shortest distance between a pixel and the control lines. The pairs of control lines between the source image and the destination image are determined by user's input, and the distance function of each control line is rendered using two rectangles and two cones. The distance between each pixel and its nearest control line is stored in the depth buffer through the graphics pipeline, and this is used to conduct the morphing operation efficiently. The pixel-unit morphing operation is parallelized using the compute unified device architecture (CUDA) to reduce the morphing time. We demonstrate the efficiency of the proposed technique using several experimental results.

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 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.

Parallel Processing Algorithm of JPEG2000 Using GPU (GPU를 이용한 JPEG2000 병렬 알고리즘)

  • Lee, Dong-Ha;Cho, Shi-Won;Lee, Dong-Wook
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.57 no.6
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    • pp.1075-1080
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    • 2008
  • Most modem computers or game consoles are well equipped with powerful graphics processing units(GPUs) to accelerate graphics operations. However, since the graphics engines in these GPUs are specially designed for graphics operations, we could not take advantage of their computing power for more general nongraphic operations. In this paper, we studied the GPUs graphics engine in order to accelerate the image processing capability. Specifically, we implemented a JPEC2000 decoding/encoding framework that involves both OpenMP and GPU. Initial experimental results show that significant speed-up can be achieved by utilizing the GPU power.

A Design of 3D Graphics Lighting Processor for Mobile Applications (휴대 단말기용 3D Graphics Lighting Processor 설계)

  • Yang, Joon-Seok;Kim, Ki-Chul
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.837-840
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    • 2005
  • This paper presents 3D graphics lighting processor based on vector processing using pipeline chaining. The lighting process of 3D graphics rendering contains many arithmetic operations and its complexity is very high. For high throughput, proposed processor uses pipelined functional units. To implement fully pipelined architecture, we have to use many functional units. Hence, the number of functional units is restricted. However, with the restricted number of pipelined functional units, the utilization of the units is reduced and a resource reservation problem is caused. To resolve these problems, the proposed architecture uses vector processing using pipeline chaining. Due to its pipeline chaining based architecture, it can perform 4.09M vertices per 1 second with 100MHz frequency. The proposed 3D graphics lighting processor is compatible with OpenGL ES API and the design is implemented and verified on FPGA.

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A Design of 3D Graphics Geometry Processor for Mobile Applications (휴대 단말기용 3D Graphics Geometry Processor 설계)

  • Lee, Ma-Eum;Kim, Ki-Chul
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.917-920
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    • 2005
  • This paper presents 3D graphics geometry processor for mobile applications. Geometry stage needs to cope with the large amount of computation. Geometry stage consists of transformation process and lighting process. To deal with computation in geometry stage, the vector processor that is based on pipeline chaining is proposed. The performance of proposed 3D graphics geometry processor is up to 4.3M vertex/sec at 100 MHz. Also, the designed processor is compliant with OpenGL ES that is widely used for standard API of embedded system. The proposed structure can be efficiently used in 3D graphics accelerator for mobile applications.

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A Study of Efficient Access Method based upon the Spatial Locality of Multi-Dimensional Data

  • Yoon, Seong-young;Joo, In-hak;Choy, Yoon-chul
    • Proceedings of the Korea Database Society Conference
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    • 1997.10a
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    • pp.472-482
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    • 1997
  • Multi-dimensional data play a crucial role in various fields, as like computer graphics, geographical information system, and multimedia applications. Indexing method fur multi-dimensional data Is a very Important factor in overall system performance. What is proposed in this paper is a new dynamic access method for spatial objects called HL-CIF(Hierarchically Layered Caltech Intermediate Form) tree which requires small amount of storage space and facilitates efficient query processing. HL-CIF tree is a combination of hierarchical management of spatial objects and CIF tree in which spatial objects and sub-regions are associated with representative points. HL-CIF tree adopts "centroid" of spatial objects as the representative point. By reflecting objects′sizes and positions in its structure, HL-CIF tree guarantees the high spatial locality of objects grouped in a sub-region rendering query processing more efficient.

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A study on comparison between 3D computer graphics cameras and actual cameras (3D컴퓨터그래픽스 가상현실 애니메이션 카메라와 실제카메라의 비교 연구 - Maya, Softimage 3D, XSI 소프트웨어와 실제 정사진과 동사진 카메라를 중심으로)

  • Kang, Chong-Jin
    • Cartoon and Animation Studies
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    • s.6
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    • pp.193-220
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    • 2002
  • The world being made by computers showing great expanses and complex and various expression provides not simply communication places but also a new civilization and a new creative world. Among these, 3D computer graphics, 3D animation and virtual reality technology wore sublimated as a new culture and a new genre of art by joining graphic design and computer engineering. In this study, I tried to make a diagnosis of possibilities, limits and differences of expression in the area of virtual reality computer graphics animation as a comparison between camera action, angle of actual still camera and film camera and virtual software for 3D computer graphics software - Maya, XSI, Softimage3D.

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SAS/GRAPH: Its Capabilities and Limitations (SAS/GRAPH의 성능과 한계- S-PLUS의 기능과 대비하여 -)

  • 성내경
    • The Korean Journal of Applied Statistics
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    • v.6 no.1
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    • pp.13-22
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    • 1993
  • SAS/GRAPH is a part of the SAS System which generates information and presentation color graphics. It is able to import any SAS dataset from other statistical data analysis procedures and produce sophisticated graphics output. It also supports most output devices on the market and offers various tools enhancing graphics output. In this regard SAS/GRAPH outclasses its compertitors. However, it does not support an interactive tool for data visualization and graphical data analysis. As far as interactive statistical graphics is concerned, SAS/GRAPH is behind in features and functions, compared to newly emerged statsitical graphics software such as S-Plus.

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