• Title/Summary/Keyword: Graphics OpenGL

Search Result 102, Processing Time 0.03 seconds

Design of a Variable-Length Instruction based on a OpenGL ES 2.0 API (OpenGL ES 2.0 API 기반 가변길이 명령어 설계)

  • Lee, Kwang-Yeob
    • Journal of IKEEE
    • /
    • v.12 no.2
    • /
    • pp.118-123
    • /
    • 2008
  • The Khronos group releases OpenGL ES 2.0 API specification bringing streamlined shader programming to graphics processor of embedded system. For this reason, the mobile devices have need of graphics processor for supporting a OpenGL ES 2.0 API. We need to extend instruction`s length to support OpenGLES 2.0 API, so it needs more memory size. In this paper, we propose a new instruction format that offers availability for use the instructions. This proposed instruction adopt a variable length method and unit instruction architecture. This proposed instruction architecture that support to OpenGLES 2.0 API has consist of 32bit unit instructions up to 4 which can be combined for embellishing each other. Therefore, it can execute flexible instruction combination and reduce waste of instruction fields.

  • PDF

The Performance Enhancements of OpenGL-based 3D Graphics Application by Configuring of Microprocessors and Main Memories (마이크로프로세서와 주기억장치 변화에 따른 OpenGL 기반 3D 그래픽스 어플리케이션 성능 평가에 대한 연구)

  • Kim, Heui-Jung;Oh, Jung-Taek;Jung, Jae-Hyun
    • Proceedings of the Korean Society of Marine Engineers Conference
    • /
    • 2006.06a
    • /
    • pp.263-264
    • /
    • 2006
  • On this study the performance of engineering workstation running OpenGL based application The following instructions are enhanced by configuring of the microprocessor and main memories. Single processors and more main memories are better than dual and less or same is confirmed.

  • PDF

DMGL: An OpenGL ES Based Mobile 3D Rendering Libraries (DMGL: OpenGL ES 기반 모바일 3D 렌더링 라이브러리)

  • Hwang, Gyu-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
    • /
    • v.11 no.8
    • /
    • pp.1160-1168
    • /
    • 2008
  • Recent technological innovations of mobile hardware which make it possible to implement real-time 3D rendering effects under mobile environment have provided a potential to develop realistic mobile application programs. This paper presents platform independent, OpenGL ES based, real-time mobile rendering libraries, called DMGL for supporting high quality 3D rendering on handhold devices. The libraries allows the programmers who develops mobile graphics softwares to generate varying advanced real-time 3D graphics effects without great effort. Moreover, GPGPU-based libraries give a set of functions to solve complex equations for simulating natural phenomena such as smoke and fire, and to render the results in real-time.

  • PDF

OpenGL ES 2.0 Emulation on Desktop PCs (데스크탑 상에서의 OpenGL ES 2.0 에뮬레이션)

  • Baek, Nakhoon
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.3 no.4
    • /
    • pp.125-128
    • /
    • 2014
  • OpenGL ES(OpenGL for Embedded System) 2.0 is one of the most widely used 3D graphics API(application progrma interface) standard for smart phones and tablet PCs at this time. During programming with this API, they prefer desktop environment rather than the target mobile environment, which has relatively low computing power. Thus, we need to emulate the OpenGL ES 2.0 API on the desktop PCs, where only OpenGL API libraries are available. In this paper, we present technical difficulties and their solutions to emulate OpenGL ES 2.0 on desktop PCs. Our final implementation of OpenGL ES 2.0 emulation library works on desktop PCs and passed over more than 96% of the official CTS(conformance test suites) to prove the correctness of our implementation. Additionally, for the commercially available benchmark programs, our implementation shows equivalent execution speeds to the previous commercial OpenGL ES 2.0 implementations.

A Study on the OpenGL Accelerating Performance Variations by the Configuration of Microprocessor (마이크로프로세서 구성에 따른 OpenGL 가속처리의 성능변화에 관한 연구)

  • Kim, Heui-Jung;Jeong, Jae-Hyun;Choi, Soon-Ho
    • Journal of Advanced Marine Engineering and Technology
    • /
    • v.30 no.2
    • /
    • pp.311-318
    • /
    • 2006
  • In this study, the performance tests for single and dual micro processor configurations are performed to investigate how the accelerated OpenGL components and applications are dependent on processor configurations. At present, many major providers of the engineering graphics workstations have recommended that multiprocessors are better than single processor. However, we confirmed that the single processor configuration is more faster and more effective than competitive configurations and suggested the economic method to improve the performance of the engineering graphics workstations.

Development of a Dynamic Simulator for Moving Capability Estimation of Track Vehicle (궤도 차량의 기동성능 예측을 위한 동적 시뮬레이터 개발)

  • 조길수
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
    • /
    • 1999.10a
    • /
    • pp.137-141
    • /
    • 1999
  • In this paper, we developed a Windows 95 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows 95's graphic user interface environment was also studied. The developing language is Microsoft visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D Graphics.

  • PDF

Development of a Simulator and Dynamic Modeling for Moving Capability estimation of Track Vehicle (궤도 차량의 기동성능 예측을 위한 동적 모델링 및 시뮬레이터 개발)

  • 김종수
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
    • /
    • 2000.04a
    • /
    • pp.194-198
    • /
    • 2000
  • In this paper, we developed a Windows 98 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows 98' graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D graphics.

  • PDF

Development of a Simulator and Dynamic Modeling for Moving Capability Estimation of Track Vehicle (궤도 차량의 기동성능 예측을 위한 동적 모델링 및 시뮬레이터 개발)

  • 김종수;한성현;김용태;이경식
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2000.10a
    • /
    • pp.305-305
    • /
    • 2000
  • In this paper, we developed a Windows 98 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows 98's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D Graphics.

  • PDF

OpenGL ES 1.1 Implementation Using OpenGL (OpenGL을 이용한 OpenGL ES 1.1 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
    • /
    • v.16A no.3
    • /
    • pp.159-168
    • /
    • 2009
  • In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.

Implementation of an open platform for 3D spatial information based on WebGL

  • Lee, Ahyun;Jang, Insung
    • ETRI Journal
    • /
    • v.41 no.3
    • /
    • pp.277-288
    • /
    • 2019
  • VWorld is run by the Ministry of Land, Infrastructure, and Transport of South Korea and provides national spatial information, such as aerial images, digital elevation models, and 3D structural models. We propose herein an open platform for 3D spatial information based on WebGL using spatial information from VWorld. WebGL is a web-based graphics library and has the advantage of being compatible with various web browsers. Our open platform is also compatible with various web browsers. Accordingly, it is easily accessible via the VWorld site and uses the three-dimensional (3D) map program. In this study, we describe the proposed platform configuration, and the requests, management, and visualization approaches for VWorld spatial information data. Our aim is to establish an approach that will provide a stable rendering speed even on a low-end personal computer without a graphics processing unit based on a quadtree structure. We expect that users will be able to visualize 3D spatial information through the VWorld open platform, and that the proposed platform will become the basis for various applications.