• Title/Summary/Keyword: Graphics pipeline

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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 Fully Programmable Shader Processor for Low Power Mobile Devices (저전력 모바일 장치를 위한 완전 프로그램 가능형 쉐이더 프로세서)

  • Jeong, Hyung-Ki;Lee, Joo-Sock;Park, Tae-Ryong;Lee, Kwang-Yeob
    • Journal of IKEEE
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    • v.13 no.2
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    • pp.253-259
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    • 2009
  • In this paper, we propose a novel architecture of a general graphics shader processor without a dedicated hardware. Recently, mobile devices require the high performance graphics processor as well as the small size, low power. The proposed shader processor is a GP-GPU(General-Purpose computing on Graphics Processing Units) to execute the whole OpenGL ES 2.0 graphics pipeline by using shader instructions. It does not require the separate dedicate H/W such as rasterization on this fully programmable capability. The fully programmable 3D graphics shader processor can reduce much of the graphics hardware. The chip size of the designed shader processor is reduced 60% less than the sizes of previous processors.

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GPU-based Rendering of Blending Surfaces (블렌딩 곡면의 GPU 기반 렌더링)

  • Ko, Dae-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.1
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    • pp.1-6
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    • 2007
  • Although free-form surfaces can represent smooth shapes with only a few control points contrary to polygonal meshes, graphics hardware does not support surface rendering currently. Since modern programmable graphics pipeline can be used to accelerate various kinds of existing graphics algorithms, this paper presents a method that utilizes the graphics processing unit (GPU) to render blending surfaces with arbitrary topology fast. Surface parameters sampled on the control mesh and geometric data for local surfaces are sent to the graphics pipeline, and then the vertex processor evaluates the surface positions and normals with these data. This method can achieve very high performance rather than CPU-based rendering.

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A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1245-1257
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    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

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Case Study on Disney Animation's Character Pipeline (디즈니 애니메이션 캐릭터 파이프라인 사례 연구)

  • Paik, Ji-Won
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.491-499
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    • 2011
  • Though there has been great advances in films' computer graphics both in technical and artistic side, there is still a big gap between computer graphics (a.k.a CG) studios in South Korea and major CG studios in US. Therefore, in this research, based on working experience at Disney Animation and information from working professionals in major CG studios, this paper analyzes strengths and weakness of character pipeline that major CG studios have by using examples and then suggest what CG studios in South Korea need. Steps of research process is to analyze what CG studios in South Korea developed, what are the strengths and weakness of Disney's character pipeline system and how these strengths can be applied to CG studios in South Korea.

Numerical Computing on Graphics Hardware

  • 임인성
    • 한국가시화정보학회:학술대회논문집
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    • 2004.04a
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    • pp.57-63
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    • 2004
  • 최근 일반 범용 PC 에 장착되고 있는 ATI 나 NVIDIA 등의 그래픽스 가속기의 성능은 수년전과 비교할 때 비교가 안 될 정도의 빠른 속도를 자랑하고 있다. 이러한 속도 향상과 함께 급격하게 일어나고 있는 변화 중의 하나는 바로 기존의 고정된 기능의 그래픽스 파이프라인(fixed-function graphics pipeline)과는 달리 프로그래머가 가속기의 기능을 자유자재로 프로그래밍할 수 있도록 해주는 프로그래밍이 가능한 파이프라인(programmable graphics pipeline)의 출현이라 할 수 있다. 이러한 가속기에 장착되고 있는 GPU (Graphics Processing Unit)는 간단한 형태의 SIMD 프로세서라 할 수 있는데, 특히 GPU 의 한 부분인 픽셀 쉐이더는 그 처리 속도가 매우 높기 때문에 이를 통하여 기존의 수치 알고리즘을 병렬화 하려는 시도가 활발히 일어나고 있다. 본 강연에서는 다양한 수치 계산을 그래픽스 가속기를 사용하여 해결하려는 시도에 대하여 간단히 살펴본다.

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A Design of a Mobile Graphics Accelerator based on OpenVG 1.0 API

  • Kwak, Jae-Chang;Lee, Kwang-Yeob
    • Journal of information and communication convergence engineering
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    • v.6 no.3
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    • pp.289-293
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    • 2008
  • In this paper, we propose the hardware architecture to accelerate 2D Vector graphics process for mobile devices. we propose the Transformation Unit Architecture that considerates the operation dependency. It has 3 cycles excution time and uses 2 multipliers and 2 adders. Proposed paint generation unit uses a LUT method, so it does not execute color interpolation which needs to be calculated every time. The proposed OpenVG 1.0 Accelerator achieved a 2.85 times faster performance in a tiger model.

A study on the development of high performance graphics system for simulation (Simulation을 위한 고성능 그래픽 시스템의 개발에 관한 연구)

  • 노갑선;박재현;장래혁;박정우;구경훈;이재영;권욱현
    • 제어로봇시스템학회:학술대회논문집
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    • 1992.10a
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    • pp.321-326
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    • 1992
  • In this paper, a high performance graphics system is suggested and its hardware architecture and software structure are described. The developed graphics system is a multi-processing system that uses 6 i860 RISC CPU's and supports PHIGS language in a hardware level. The software is programmed with respect to the graphics pipeline and the software modules are distributed into each processor for the optimization of the performance. The implemented graphics system can draw about 100,000 3D polygons second.

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Raster Pipeline Implementation based on 3D Graphics Geometry Pipelines (3차원 그래픽스 기하 파이프라인 기반의 래스터 파이프라인 구현)

  • Baek, Nakhoon
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.44-51
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    • 2013
  • Raster operations are widely used to display full-color graphics images (or pixmaps) and single-color images (or bitmaps). These features are strongly needed for image processing applications and font output. However, current mobile graphics platforms, including OpenGL ES hardware implementations, do not directly support these features. To fully support those raster operations on the mobile graphics platforms, we interpreted the graphics images as a set of 3D points, and processed those 3D points through the typical 3D geometry pipelines, in a full-software implementation. Our implementation shows sufficient execution speeds, and passed the official conformance tests to show its correctness.

Rendering States Changing Costs Reducing Technique for Real-time 3D Graphics (실시간 3D 그래픽을 위한 렌더링 상태 변경 비용 감소 기법)

  • Kim, Seok-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.1843-1849
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    • 2009
  • In real-time 3D Graphics, pipeline optimization is one of techniques enhancing rendering performance. Pipeline optimization is kind of buffer reordering problem, but it is NP-hard. Therefore techniques that is approximating optimal solution and suitable for real-time 3D graphics are needed. This paper analyze pattern of rendering states changing costs for real-time 3D graphics, and based on this, the algorithm that brings rendering states into line by changing costs is proposed. The proposed technique shows good performance enhancement when costs of some rendering states are much higher than others. Proposed technique shows 2.5 to 4 times better performance than non-ordering algorithm and becomes more faster when rendering costs of a state gets higher.