• Title/Summary/Keyword: Vector Graphics

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Comparison of Compression Schemes for Real-Time 3D Texture Mapping (실시간 3차원 텍스춰 매핑을 위한 압축기법의 성능 비교)

  • Park, Gi-Ju;Im, In-Seong
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.35-42
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    • 2000
  • 3D texture mapping generates highly natural visual effects in which objects appear carved from lumps of materials rather than laminated with thin sheets as in 2D texture mapping. Storing 3D texture images in a table for fast mapping computations, instead of evaluating procedures on the fly, however, has been considered impractical due to the extremely high memory requirement. Recently, a practical real-time 3D texture mapping technique was proposed in [11], where they attempt to resolve the potential texture memory problem by compressing 3D textures using a wavelet-based encoding method. In this paper, we consider two other encoding schemes that could also be applied to the compression-based 3D texture mapping. In particular, we extend the vector quantization and FXT1 for 3D texture compression, and compare their performance with the wavelet-based encoding scheme.

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Fast GPU Implementation for the Solution of Tridiagonal Matrix Systems (삼중대각행렬 시스템 풀이의 빠른 GPU 구현)

  • Kim, Yong-Hee;Lee, Sung-Kee
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.692-704
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    • 2005
  • With the improvement of computer hardware, GPUs(Graphics Processor Units) have tremendous memory bandwidth and computation power. This leads GPUs to use in general purpose computation. Especially, GPU implementation of compute-intensive physics based simulations is actively studied. In the solution of differential equations which are base of physics simulations, tridiagonal matrix systems occur repeatedly by finite-difference approximation. From the point of view of physics based simulations, fast solution of tridiagonal matrix system is important research field. We propose a fast GPU implementation for the solution of tridiagonal matrix systems. In this paper, we implement the cyclic reduction(also known as odd-even reduction) algorithm which is a popular choice for vector processors. We obtained a considerable performance improvement for solving tridiagonal matrix systems over Thomas method and conjugate gradient method. Thomas method is well known as a method for solving tridiagonal matrix systems on CPU and conjugate gradient method has shown good results on GPU. We experimented our proposed method by applying it to heat conduction, advection-diffusion, and shallow water simulations. The results of these simulations have shown a remarkable performance of over 35 frame-per-second on the 1024x1024 grid.

Optical Multi-Normal Vector Based Iridescence BRDF Compression Method (광학적 다중 법선 벡터 기반 훈색(暈色)현상 BRDF 압축 기법)

  • Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.3
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    • pp.184-193
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    • 2010
  • This paper proposes a biological iridescence BRDF(Bidirectional Reflectance Distribution Function) compression and rendering method. In the graphics technology, iridescence sometimes is named structure colors. The main features of these symptoms are shown transform of color and brightness by varying viewpoint. Graphics technology to render this is the BRDF technology. The BRDF methods enable realistic representation of varying view direction, but it requires a lot of computing power because of large data. In this paper, we obtain reflection map from iridescence BRDF, analyze color of reflection map and propose representation method by several colorfully concentric circle. The one concentric circle represents beam width of reflection ray by one normal vector. In this paper, we synthesize rough concentric by using several virtually optical normal vectors. And we obtain spectrum information from concentric circles passing through the center point. The proposed method enables IBR(image based rendering) technique which results is realistic illuminance and spectrum distribution by one texture from reduced BRDF data within spectrum.

Improved Calculation of the Advection Term in the Semi-Lagrange Method for Realistic Smoke Simulation (사실적 연기 시뮬레이션을 위한 Semi-Lagrange 방법에서의 이류항 계산방법 개선)

  • Park, Su-Wan;Chang, Mun-Hee;Ki, Eun-Ju;Ryu, Kwan-Woo
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.191-196
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    • 2007
  • In the field of computer graphics, Navier-Stokes equations would be used for realistic simulations of smokes and currents. However, implementations derived from these equations are hard to achieve for real-time simulations, mainly due to its massive and complex calculations. Thus, there have been various attempts to approximate these equations for real-time simulation of smokes and others. When the advection terms of the equations are approximated by the Semi-Lagrange methods, the fluid density can be rapidly reduced and small-scale vorticity phenomena are easy to be missed, mainly due to the numerical losses over time. In this paper, we propose an improved numerical method to approximately calculate the advection terms, and thus eliminate these problems. To calculate the advection terms, our method starts to set critical regions around the target grid points. Then, among the grid points in a specific critical region, we search for a grid point which will be advected to the target grid point, and use the velocity of this grid point as its advection vector. This method would reduce the numerical losses in the calculation of densities and vorticity phenomena, and finally can implement more realistic smoke simulations. We also improve the overall efficiency of vector calculations and related operations through GPU-based implementation techniques, and thus finally achieve the real-time simulation.

A Study on Ceramic Expression using Silhouette Technique and Decal Technique (실루엣기법과 전사기법을 활용한 융복합적 도자 표현 연구)

  • Kim, Won-Seok;Ro, Hea-Sin;Choi, Jung-Hwa
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.495-502
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    • 2017
  • Modern ceramics is exploring the expansion of the area with various expression techniques. The silhouette technique among various expressive decoration techniques is a representative expression technique of object form expression. This emphasizes the outline of the form and expresses it and omits the inner form. It gives simplicity and intensity, and awakens aesthetic sensibility and imagination. Therefore, the researcher designed the material related to the core image of the story by designing it as a silhouette technique by using the "Acorn Story" as a subject and then making the transfer paper by using the vector graphic. The transferred paper was expressed on a ceramic plate by transferring technique. Therefore, I hope that this research, beyond the merely decorative function of ceramic expression, will become a ceramic design that will awaken imagination and aesthetic sensibility in digital information age.

Real-time Color Recognition Based on Graphic Hardware Acceleration (그래픽 하드웨어 가속을 이용한 실시간 색상 인식)

  • Kim, Ku-Jin;Yoon, Ji-Young;Choi, Yoo-Joo
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.1
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    • pp.1-12
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    • 2008
  • In this paper, we present a real-time algorithm for recognizing the vehicle color from the indoor and outdoor vehicle images based on GPU (Graphics Processing Unit) acceleration. In the preprocessing step, we construct feature victors from the sample vehicle images with different colors. Then, we combine the feature vectors for each color and store them as a reference texture that would be used in the GPU. Given an input vehicle image, the CPU constructs its feature Hector, and then the GPU compares it with the sample feature vectors in the reference texture. The similarities between the input feature vector and the sample feature vectors for each color are measured, and then the result is transferred to the CPU to recognize the vehicle color. The output colors are categorized into seven colors that include three achromatic colors: black, silver, and white and four chromatic colors: red, yellow, blue, and green. We construct feature vectors by using the histograms which consist of hue-saturation pairs and hue-intensity pairs. The weight factor is given to the saturation values. Our algorithm shows 94.67% of successful color recognition rate, by using a large number of sample images captured in various environments, by generating feature vectors that distinguish different colors, and by utilizing an appropriate likelihood function. We also accelerate the speed of color recognition by utilizing the parallel computation functionality in the GPU. In the experiments, we constructed a reference texture from 7,168 sample images, where 1,024 images were used for each color. The average time for generating a feature vector is 0.509ms for the $150{\times}113$ resolution image. After the feature vector is constructed, the execution time for GPU-based color recognition is 2.316ms in average, and this is 5.47 times faster than the case when the algorithm is executed in the CPU. Our experiments were limited to the vehicle images only, but our algorithm can be extended to the input images of the general objects.

Automatic Generation of Pointillist Representation-like Image from Natural Image (자연 화상에서 점묘화풍 화상으로의 자동생성)

  • Do, Hyeon-Suk;Jo, Pyeong-Dong;Choe, Yeong-Jin
    • The Transactions of the Korea Information Processing Society
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    • v.2 no.1
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    • pp.130-136
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    • 1995
  • This paper is on the development of tools to generate pointillist representation-like images automatically by computer. Pointillist representation -like effects on the generated images are enforced by steps as follows. First, the position of brush stroke is determined from the gradient vector so that the brush touches look more natural. Second, pointillist representation-like coloring is endorsed by changing saturation and value using the RGB components of image. Our approach combines image processing techniques with computer graphics techniques for more faithful pointillist representation-like images and a couple of sample images are presented to show the effectiveness.

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Waveform Biosignal Interface based on International Standard MEER (MFER 표준을 적용한 생체신호정보 공유시스템 개발)

  • Cho, Hune;Kim, Seon-Chil
    • Journal of Biomedical Engineering Research
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    • v.29 no.2
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    • pp.164-171
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    • 2008
  • Recently, many of hospitals have hurried to computerize the resulting data from medical devices, in order to introduce Electric Medical Record(EMR). In terms of the linkage between medical devices and hospital information systems, however, many difficulties have arisen due to some reasons such as the variety of prescription input, the format difference of the resulting data sheet, and the interface difference between medical devices from different companies. To solve these problems, many researches on standardization of the resulting data of medical devices have been performed. In this study, the linkage between hospital information systems and resulting datum in Electrocardiogram(ECG) generating biosignal waveform was tested by applying Medical waveform Format Encoding Rules(MFER) Version 1.02, which has more advantages than existing global standard. MFER viewer, in addition, was made to display the resulting data on a screen. The MFER viewer was tested and compared to the existing Scalable Vector Graphics (SVG) Viewer. The results showed that this method is more effective in the interface the data storage and application, because of simplicity and easiness in data applications. And the results show that the MFER is convenience and effective for physician. It is considered that the role of MFER as the interface in biosignal waveform including Electrocardiogram medical devices would expand in the near future.

Web GUI system for the Seomjin River Estuary based on MGIS (MGIS기반 섬진강 하구역 Web GUI 시스템 구축)

  • Park, Sang-Woo;Kim, Jong-Kyu;Kim, Jung-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.231-234
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    • 2007
  • This study proposes a Web GUI system using MGIS-based three-dimensional data models and hydrodynamic model. The study of Web GUI (Graphic User Information) system based on the MGIS (Marine Geographic Information System) is mainly performed on effective methodologies which transform real world data to computing world data. Finally, we design a Seomjin River Estuary Web GUI system integrating above data models. It must adds more ecological information and the various service item for approach more easily in order to user.

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Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals (휴대 단말기에서 플래시 게임을 위한 Mobile Flash의 설계 및 구현)

  • Oh, Hwang-Seok;Lee, Jae-Young;Kim, Man-Soo;Lee, Chung-Hwan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.11-16
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    • 2005
  • As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.

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