• Title/Summary/Keyword: Vector Graphics

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The Design of VGE(Vector Geometry Engine) for 3D Graphics Geometry Processing (3차원 그래픽 지오메트리 연산을 위한 벡터 지오메트리 엔진의 설계.)

  • 김원석;정철호;한탁돈
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.1_2
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    • pp.135-143
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    • 2004
  • 3D Graphics accelerator is usually composed of two parts, geometry engine and rasterizer. In this paper, VGE(Vector Geometry Engine) which exploits vertex-level parallelism is proposed. In VGE, Common Floating-Point Unit by adding four-FADD, four-FMUL unit and 128-vector register accelerates geometry calculation. In comparison with SH4, Performance result show that the VGE can achieve performance gain over 4.7 times. To evaluate VGE performance, we make simulator to rebuild Simple-Scalar, general purpose processor simulator. In simulator model, we use Viewperf-benchmark.

Tessellation-independent Approximation of Normal Vectors (Tessellation에 독립적인 법선 벡터 근사에 대한 연구)

  • Ahn, Jaewoo;Kim, Woongsoon
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.2
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    • pp.29-32
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    • 1998
  • When rendering polyhedral models, normal vectors at polygon vertices are necessary for smooth shading. The most commonly used technique of approximating a vertex normal vector by averaging normal vectors of faces around the vertex yields, however, different results on different tessellations Further, continuous deformation of models may cause abrupt discontinuous changes in normal vector directions. In this paper, a variation of the above technique is proposed to avoid these problems. Specifically, it uses a weighted average of normal vectors of faces around the vertex, where the weight of a face being the angular span of the two edges incident on the vertex.

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Architecture Exploration of Optimal Many-Core Processors for a Vector-based Rasterization Algorithm (래스터화 알고리즘을 위한 최적의 매니코어 프로세서 구조 탐색)

  • Son, Dong-Koo;Kim, Cheol-Hong;Kim, Jong-Myon
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.1
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    • pp.17-24
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    • 2014
  • In this paper, we implement and evaluate the performance of a vector-based rasterization algorithm for 3D graphics by using a SIMD (single instruction multiple data) many-core processor architecture. In addition, we evaluate the impact of a data-per-processing elements (DPE) ratio that is defined as the amount of data directly mapped to each processing element (PE) within many-core in terms of performance, energy efficiency, and area efficiency. For the experiment, we utilize seven different PE configurations by varying the DPE ratio (or the number PEs), which are implemented in the same 130 nm CMOS technology with a 500 MHz clock frequency. Experimental results indicate that the optimal PE configuration is achieved as the DPE ratio is in the range from 16,384 to 256 (or the number of PEs is in the range from 16 and 1,024), which meets the requirements of mobile devices in terms of the optimal performance and efficiency.

Research on the Development of an Integral Imaging System Framework and an Improved Viewpoint Vector Rendering Method Utilizing GPU (GPU를 이용한 개선된 뷰포인트 벡터 렌더링 방식의 집적영상시스템 프레임워크에 관한 연구)

  • Lee, Bin-Na-Ra;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.10
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    • pp.1767-1772
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    • 2006
  • Computer-generated integral imaging system is an auto-stereoscopic display system that users can see and feel the stereoscopic images when they see the pre-rendered elemental images through a lens array. The process of constructing elemental images using computer graphics is called image mapping. Viewpoint vector rendering (VVR) method is one of the image mapping algorithm specially designed for real-time graphics applications, which would not be affected by the size of the rendered objects or the number of elemental lenses used in the integral imaging system. This paper describes a new VVR framework which improved its rendering performance considerably. It also compares the previous VVR implementation with the new VVR work utilizing GPU and shows that newer implementation shows pretty big improvements over the old method.

Extracting Graphics Information for Better Video Compression

  • Hong, Kang Woon;Ryu, Won;Choi, Jun Kyun;Lim, Choong-Gyoo
    • ETRI Journal
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    • v.37 no.4
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    • pp.743-751
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    • 2015
  • Cloud gaming services are heavily dependent on the efficiency of real-time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and off-screen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.

Theater Reservation System Using SVG(Scalable Vector Graphics) (SVG(Scalable Vector Graphics)를 활용한 극장 예약 시스템)

  • Jeon, Tae-Ryong;An, Seong-Ok
    • The Journal of Engineering Research
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    • v.5 no.1
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    • pp.17-35
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    • 2004
  • Svg(Scalable Vector Graphics) is xml graphic standard recommended by E3C as a language based on xml to express two-dimension graphic. Svg can accommodate all Xml's patency and advantage of interoperability, and can used as various web applications being combined with other xml language. In addition, Svg can be applied to the fields of electronic commerce, geographical information, computer education and advertisement because it can produce high quality of dynamic from real-time data. SVG's application can be enhanced by linking with database. In this paper, we discuss how Svg can be utilized in theater reservation system, not just explaining svg's meaning or ability. Svg added graphic advantage in addition to xml's advantage. This means that svg retains not only graphic element but also xml's softness. It becomes easier to designate seats and add them. Current reservation system provided in general only information on time and price for a ticket, but the system using SVG in this paper provides additional information on position, price, cancellation and purchase availability of seat.

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3D Medical Data Specification and Visualization Based on XML (XML 기반의 3차원 의료 데이터의 명세 및 가시화)

  • Kim, Seung-Wan;Park, Deok-Gyu;Gwun, Ou-Bong;Lee, Kun
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.4
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    • pp.6-12
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    • 2004
  • 웹은 플랫폼에 의존하지 않고 모든 사람들이 공통으로 이용할 수 있는 인터페이스를 제공하기 때문에 웹브라우저상에 3차원 의료 데이터를 가시화하여 표현한다면 원격 진단, 의료 교육 등에 이용될 수 있다. 이 논문은 3차원 의료정보를 3차원 의료 볼륨 데이터, 3차원 의료 영상, 볼륨 렌더링 응용의 3 종류로 구분하여 이들을 XML로 표현하는 방법 및 텍스처 맵핑 기반의 디렉트볼륨렌더링(Direct Volume Rendering)을 SVG(Scalable Vector Graphics)으로 표현하여 SVG 뷰어 상에 표시하는 방법을 제안한다. 제안 방법의 실행 결과는 웹 브라우저 상에서 의료데이터의 분석이 가능하게 하고, 또한 볼륨렌더링 응용프로그램을 SVG로 표현, 결과 이미지를 SVG 뷰어로의 표시가 가능하다는 것을 보여준다.

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The Effectiveness of the Figure Learning using 3D Graphics Software (3D 그래픽 소프트웨어를 활용한 도형 학습 효과)

  • Shin, Soo-Bum;Kim, Ju-Il
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.185-192
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    • 2013
  • The development of hardware, popularization of 3D graphics software could get to easily use 3d graphics tool in the school. And learning difficulties of a shape section increased through more being enforced a shape section of an elementary school. Thus we try to improve learning effectiveness in a shape section using Sketech Up software. To do this, we analyzed existing studies, classified 3D graphics software, provided the selection criteria of vector graphics software. And we explained how to select 3D graphics software. We selected and reorganized the shape contents to use Sketch Up, which make and rotate 3D figures, understand aspects of a shape. And we inserted the content about piling 3D figures in the beginning state of the curriculum. we composed 10 periods and practiced our reorganized curriculum to the teaching and learning using Sketch Up. And we conducted before & after survey to check out t-verified. And we acquired meaningful results statistically. Thus applying Sketch Up to the shape learning can be analyzed effectively.

A Simulation Framework for Mobile 3D Graphics Architecture (모바일 3차원 그래픽 아키덱쳐를 위한 시뮬레이션 프레임웍)

  • Lee Won-Jong;Park Jeong-Soo;Han Tack-Don
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.226-228
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    • 2006
  • In this paper we describe a simulation and development framework for designing mobile 3D graphics architectures. We are developing a simple and flexible simulation and verification environment (SVE) that uses gITrace's ability to intercept and redirect an OpenGL/ES streams. In combination wlth gITrace to trace OpenGL/ES commands, the SVE simulates the behavior of mobile 3D graphics pipeline during playback of traces, and then produces the second geometry trace that can be used as a test vector for the Verilog/HDL RT-level model. By comparing the frame-by-frame results, we can conduct architectural verification. To demonstrate the functionality of the SVE, we show the implementation of the verified mobile 3D architecture on a FPGA board. For this, we also present an application development environment (ADE) includes a mobile graphics API and a device driver interface (DDI). The proposed two software environments, the SVE and the ADE could be used fer developing and testing mobile applications, architectural study and speculative hardware designs.

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A Visual Expression in Fashion Illustration using 2D Graphics (2D 그래픽스를 활용한 패션 일러스트레이션의 시각적 표현 양상)

  • Choi Jung-Hwa
    • The Research Journal of the Costume Culture
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    • v.13 no.4 s.57
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    • pp.550-563
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    • 2005
  • These days, photoshop and illustrator program can make a fashion illustration express easily and speedily, And they can also express a feeling and sensitivity of fashion illustrator by a tool and effect more than a manual work's media. The purpose of this study was to analyze a visual expression and characteristics in fashion illustration using 2D graphics. The method of this study was to analyze the fashion illustration books using 2D graphics. The visual expressions in fashion illustration using 2D graphics were as follows: Fashion illustration was based on a sketch or photography, and used a composition, drawing, mapping, painting, and manual work's re-touching. Characteristics of visual expression were as follows: First, a image composition was showed discontinuity and heterogeneity of image, new context and composition, and allowance of reality. Second, image transform was showed image overlap, body transformation by image recomposition, and deformed transformation by vector drawing. Third, hyper-real was showed precise touching, mechanical and neutral image, omission of background and focus of an object's characteristic and information. Fourth, following a realistic expression was showed simplified color, shading, dominant view point of fashion illustrator by omission, and daily lift style. Fifth, following a pictorial expression was showed non-fixed and irregular line, natural painting, and drawing and painting by conventional pictorial media. In conclusion, a photoshop and illustrator in 2D graphics will serve as a new media far fashion illustration with a manual work. And they will not only intensify a capacity as a commercial role of fashion illustration but also present a positive motive for students learning a fashion illustration.

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