• Title/Summary/Keyword: SVG-Tiny

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Accelerating OpenVG and SVG Tiny with Multimedia Processors (멀티미디어 프로세서를 이용한 OpenVG 및 SVG Tiny의 가속)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.2
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    • pp.37-43
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    • 2011
  • OpenVG and SVG Tiny are the most widely used 2D vector graphics technologies for outputs in the various embedded environments including smart phones. Especially, to show high refresh rates on the high resolution screens, it is necessary to effectively accelerate them. Until now, OpenVG and SVG Tiny are available as hardware implementations such as the fully-dedicated graphics chips or full software implementations. Currently available vector graphics silicon chips are relatively expensive and require high power consumption. In contrast, previous full software implementations show lower performance even with almost 100% CPU usages, which would disrupt other multi-threaded applications, In this paper, we present a cost-effective way of accelerating both of OpenVG and SVG Tiny, based on the multimedia-processing hardware, which is wide-spread on the media devices and mobile phones. Through the effective use of these multimedia processors, we successfully accelerated OpenVG and SVG Tiny at least 3.5 times to at most 30 times, even with lower power consumption and lower CPU usage.

Implementation of OpenVG on Embedded Systems (임베디드 시스템을 위한 OpenVG 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.335-344
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    • 2009
  • Embedded systems and web browsers have started to provide two-dimensional vector graphics features, to finally support scalability of graphics outputs, while traditional graphics systems have focused on the raster and bitmap operations. Nowadays, SVG and Flash are actively used while OpenVG from Khronos group plays the role of a de facto low-level API standard to support them. In this paper, we represent the design and implementation process and the final results of an OpenVG implementation, AlexVG. From its design stage, our implementation aims at the cooperation with SVG-Tiny, another de facto standard for embedded systems. Currently, our overall system provides not only the OpenVG core features but also variety of OpenVG application programs and SVG-Tiny media file playing capabilities. For the conformance with the standard specifications, our system completely passed the whole OpenVG conformance test suites and the graphics output portions of the SVG-Tiny conformance test suites. From the performance point of view, we focused on the efficiency and effectiveness especially on the mobile phones and embedded devices with limited resources. As the result, it showed impressive benchmarks on the small-scale CPU's such as ARM's, even without neither any other libraries nor acceleration hardware.

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Authoring Tool for Mobile Contents based on LASeR (LASeR 기반 모바일 콘텐츠 저작 도구)

  • Kim, Sun-Kyung;Kim, Hee-Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.3
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    • pp.31-37
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    • 2008
  • MPEG 4 Part 20 LASeR (ISO/IEC 14496 20) is a specification designed to deliver rich media services in a mobile environment. The specification is an emerging standard that can replace the MPEG 4 BIFS specification designed to deliver PC based heavyweight media contents. The specification describes the representation of scene information in a resource constrained mobile environment. Unlike the BIFS standard designed to deliver heavyweight rich media, the LASeR specification has a restricted description that conforms to the SVG Tiny 1.2 specification. Also, the specification has an advantage of allowing for the efficient conversion of one graphics format to another. In this paper, we present the design and the implementation of a LASeR authoring system that allows for fast and efficient creation of interactive rich media contents in a mobile environment. The Gill interface of the authoring system presented in this paper allows users, who do not have prior knowledge of the scene description language, to conveniently create contents and store the produced scenes using the internal list data structure. The system allows users to navigate scene objects internally stored and to create LASeR XML files in the structured XML format.

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