• Title/Summary/Keyword: Vector Graphics

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Quadrangular Splatting based on SPH (SPH 기반의 사각 스플렛팅 가시화 기법)

  • Shin, Seung-Ho;Yoon, Jong-Chul;Lee, Jung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.27-33
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    • 2008
  • Physics-based graphic techniques are used when simulating and rendering natural phenomena such as smoke, water and flame with computational physics. We propose novel methods which render simulated particle data fast onto 3D using tetrahedron splat. We calculate the position and the normal vector of splat by SPH(smoothed particle hydrodynamics) method then we reconstruct splat into quadrangular pyramid to reduce seam. We implement this technique for SPH fluid simulation, and animate natural flow of water successfully.

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Implementation of Neural Networks using GPU (GPU를 이용한 신경망 구현)

  • Oh Kyoung-su;Jung Keechul
    • The KIPS Transactions:PartB
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    • v.11B no.6
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    • pp.735-742
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    • 2004
  • We present a new use of common graphics hardware to perform a faster artificial neural network. And we examine the use of GPU enhances the time performance of the image processing system using neural network, In the case of parallel computation of multiple input sets, the vector-matrix products become matrix-matrix multiplications. As a result, we can fully utilize the parallelism of GPU. Sigmoid operation and bias term addition are also implemented using pixel shader on GPU. Our preliminary result shows a performance enhancement of about thirty times faster using ATI RADEON 9800 XT board.

GPU-based Stereo Matching Algorithm with the Strategy of Population-based Incremental Learning

  • Nie, Dong-Hu;Han, Kyu-Phil;Lee, Heng-Suk
    • Journal of Information Processing Systems
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    • v.5 no.2
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    • pp.105-116
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    • 2009
  • To solve the general problems surrounding the application of genetic algorithms in stereo matching, two measures are proposed. Firstly, the strategy of simplified population-based incremental learning (PBIL) is adopted to reduce the problems with memory consumption and search inefficiency, and a scheme for controlling the distance of neighbors for disparity smoothness is inserted to obtain a wide-area consistency of disparities. In addition, an alternative version of the proposed algorithm, without the use of a probability vector, is also presented for simpler set-ups. Secondly, programmable graphics-hardware (GPU) consists of multiple multi-processors and has a powerful parallelism which can perform operations in parallel at low cost. Therefore, in order to decrease the running time further, a model of the proposed algorithm, which can be run on programmable graphics-hardware (GPU), is presented for the first time. The algorithms are implemented on the CPU as well as on the GPU and are evaluated by experiments. The experimental results show that the proposed algorithm offers better performance than traditional BMA methods with a deliberate relaxation and its modified version in terms of both running speed and stability. The comparison of computation times for the algorithm both on the GPU and the CPU shows that the former has more speed-up than the latter, the bigger the image size is.

Implementation of GPU System for SDR in WiBro Environment (WiBro 환경에서 SDR을 위한 GPU 시스템 구현)

  • Ahn, Sung-Soo;Lee, Jung-Suk
    • 전자공학회논문지 IE
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    • v.48 no.3
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    • pp.20-25
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    • 2011
  • We developed a method of accelerating the operation speed of communication systems for SDR(Software Defined Radio) systems in WiBro environment. In this paper, we propose a new scheme of using GPU(Graphics Processing Unit) for implementing the communication system which perform with the functionality of SDR. In general, communication systems is made by DSP(Digital Signalling Processor) or FPGA(Field Programmable Gate Array). However, in this case, there are exist the problem of implementation and debugging caused by each CPU characteristic. The GPU is optimized for vector processing because it usually consists of multiple processors and each processor in GPU is composed of a set of threads. We also developed Framework to use GPU and CPU resources effectively for reducing the operation time. From the various simulation, it is confirmed that GPU system have good performance in WiBro system.

Regeneration of Plausible Lighting using a Specular Sphere in Augmented Reality (증강현실에서의 반사구를 활용한 사실적 조명 생성)

  • Lee, Seok-Jun;Jung, Soon-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.3
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    • pp.21-31
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    • 2011
  • This paper presents a practical method to estimate the directions of light sources in real environment, using a mirror sphere placed on a set of known natural features in augmented reality. For the stable result of static lighting, we take the multiple images around the sphere and estimate the principal light directions of the vector clusters for each light source in realtime. We also estimate the moving illuminant for changes of the scene illumination, and augment the virtual objects onto the real image with the proper highlighting and shadows. The proposed method of this paper can be applied to augmented reality visualization without any previous information respecting the environmental illuminations.

Vector-Based Data Augmentation and Network Learning for Efficient Crack Data Collection (효율적인 균열 데이터 수집을 위한 벡터 기반 데이터 증강과 네트워크 학습)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.1-9
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    • 2022
  • In this paper, we propose a vector-based augmentation technique that can generate data required for crack detection and a ConvNet(Convolutional Neural Network) technique that can learn it. Detecting cracks quickly and accurately is an important technology to prevent building collapse and fall accidents in advance. In order to solve this problem with artificial intelligence, it is essential to obtain a large amount of data, but it is difficult to obtain a large amount of crack data because the situation for obtaining an actual crack image is mostly dangerous. This problem of database construction can be alleviated with elastic distortion, which increases the amount of data by applying deformation to a specific artificial part. In this paper, the improved crack pattern results are modeled using ConvNet. Rather than elastic distortion, our method can obtain results similar to the actual crack pattern. By designing the crack data augmentation based on a vector, rather than the pixel unit used in general data augmentation, excellent results can be obtained in terms of the amount of crack change. As a result, in this paper, even though a small number of crack data were used as input, a crack database can be efficiently constructed by generating various crack directions and patterns.

Design of an Effective Bump Mapping Hardware Architecture Using Angular Operation (각 연산을 이용한 효과적인 범프 매핑 하드웨어 구조 설계)

  • 이승기;박우찬;김상덕;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.663-674
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    • 2003
  • Bump mapping is a technique that represents the detailed parts of the object surface, such as a perturberance of the skin of a peanut, using the geometry mapping without complex modeling. However, the hardware implementation for bump mapping is considerable, because a large amount of per pixel computation, including the normal vector shading, is required. In this paper, we propose a new bump mapping algorithm using the polar coordinate system and its hardware architecture. Compared with other existing architectures, our approach performs bump mapping effectively by using a new vector rotation method for transformation into the reference space and minimizing illumination calculation. Consequently, our proposed architecture reduces a large amount of computation and hardware requirements.

Design of prototype that SVG editing system (구조화된 벡터 그래픽 표현을 위한 SVG 편집시스템의 프로토타입 설계)

  • 김철순;김창수;정회경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.281-284
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    • 2003
  • Development of internet had centered on that offer universality of expression. But, graphic processing of expression center has many inconveniences because of method that is not structural in World Wide Web. Announced SVG that is XML application to permit efficient expression and storage of vector graphic expression, share in W3C to supplement these things. Therefore, because using SVG document in this treatise, edit vector graphic through interface that could edit expressed graphic object directly structural edit and screen that is offered in graphic edit system form and designed SVG edit system to express. This system may use usefully to efficient XML graphics processing on the GIS system and Mobile service environment and so on.

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Survey on the LIC based flow visualization (LIC 기반의 유동 가시화 기법에 대한 조사 연구)

  • Lee, Joong-Youn
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.530-534
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    • 2007
  • Flow visualization is one of visualization techniques and it means a visual expression of vector data using 2D or 3D graphics. It aims for human to easily understand a special feature of the vector data. Flow visualization can be classified into various criterions such as visualization technique, data dimension, type of the flow, and so on. Visualization technique can be categorized into direct method, integration method and derived data based method. Data dimension can be divided into 2D, 2.5D and 3D. Type of flow data may be classified into steady and unsteady. In this paper, various LIC based flow visualization methods will be introduced which is one of representative integration based techniques. Those methods will be categorized with more detailed criterions such as dimension and type of flows.

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Wall Painting System using Robot (로봇을 이용한 벽화 시스템)

  • Jang, Ho-Yeon;Ryoo, Seung-Taek;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.592-599
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    • 2009
  • In this paper, I explain the design and implementation of an automated drawing system by communicating with a user. I made a system providing an UI for virtual environmental actual robot to interwork with environment to make a drawing that I was able to read work, and to help convenience of a user in computers. The UI of a system was used the AWT(Abstract Window Toolkit) in NetBean tools. To draw images, I got image information from SVG vector files. This system can make images according to the demand of users by using real-time communication. Also this kind of drawing process can be an artists performance, not only the final image as a result of the work. So I suggest that this real-time drawing process which is operated by user’s command can be considered as an artists performance.