• Title/Summary/Keyword: Z-buffer Algorithm

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An Adaptive Z-buffer Algorithm for PDA Platform (PDA 플랫폼을 위한 적응형 Z-버퍼 알고리즘)

  • Kim Dae-Young;Kim Hyo-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.41-50
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    • 2006
  • This paper aims to improve the efficiency of a 3D-graphic software engine in a PDA platform and the performance of a rasterizer. There are many problems in implementing a software engine in a mobile platform, due to its relatively weak processing power. Taking the advantages and complementing weaknesses of the depth-sort algorithm and the Z-buffer algorithm, we implemented an adaptive Z-buffer algorithm and proved its performance on several PDA platforms. Our algorithm was evaluated to have midway speed compared with two conventional algorithms. It also removed reversal errors in comparison with the depth-sort algorithm.

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A Study on the Efficient Occlusion Culling Using Z-Buffer and Simplified Model (Z-Buffer와 간략화된 모델을 이용한 효율적인 가려지는 물체 제거 기법(Occlusion Culling)에 관한 연구)

  • 정성준;이규열;최항순;성우제;조두연
    • Korean Journal of Computational Design and Engineering
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    • v.8 no.2
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    • pp.65-74
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    • 2003
  • For virtual reality, virtual manufacturing system, or simulation based design, we need to visualize very large and complex 3D models which are comprising of very large number of polygons. To overcome the limited hardware performance and to attain smooth realtime visualization, there have been many researches about algorithms which reduce the number of polygons to be processed by graphics hardware. One of these algorithms, occlusion culling is a method of rejecting the objects which are not visible because they are occluded by other objects, and then passing only the visible objects to graphics hardware. Existing occlusion culling algorithms have some shortcomings such as the required long preprocessing time, the limitation of occluder shape, or the need for special hardware implementation. In this study, an efficient occlusion culling algorithm is proposed. The proposed algorithm reads and analyzes Z-buffer of graphics hardware using Microsoft DirectX, and then determines each object's visibility. This proposed algorithm can speed up visualization by reading Z-buffer using DirectX which can access hardware directly compared to OpenGL, by reading only the region to which each object is projected instead of reading the whole Z-Buffer, and the proposed algorithm can perform more exact visibility test by using simplified model instead of using bounding box. For evaluation, the proposed algorithm was applied to very large polygonal models. And smooth realtime visualization was attained.

3D Shape Reconstruction based on Superquadrics and Single Z-buffer CSG Rendering (Superquadric과 Z-버퍼 CSG 렌더링 기반의 3차원 형상 모델링)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.363-369
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    • 2008
  • In this paper, we have proposed 3D shape reconstruction using superquadrics and single z-buffer Constructive Solid Geometry (CSG) rendering algorithm. Superquadrics can obtain various 3D model using 11 parameters and both superquadrics and deformed-superquadrics play a role of primitives which are consisted of CSG tree. In addition, we defined some effective equations using z-buffer algorithm and stencil buffer for synthesizing 3D model. Using this proposed algorithm, we need not to consider the coordinate of each 3D model because we simply compare the depth value of 3D model.

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A study on the ZF-buffer algorithm for Ray-tracing Acceleration (광선추적법의 속도개선을 위한 ZF-버퍼 알고리즘 연구)

  • Kim, Sehyun;Yoon, Kyung-hyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.1
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    • pp.29-36
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    • 2000
  • In this work, we propose ZF-buffer algorithm in order to accelerate the intersection test of ray-tracing algorithm. ZF-buffer is used in the preprocessing of ray-tracing and records the pointer that points to a parent face of a depth value(z value) of an object determined in Z-buffer. As a result, the face which intersects with the first ray can be determined easily by using the pointer stored in F-buffer. Though ZF-buffer and vista-buffer resemble each other, the difference between the two methods is that what ZF-buffer records is not bounding volume but the pointer of a displayable face. We applied the ZF-buffer algorithm for the first ray to Utah teapot which consists of 9216 polygons. By comparing the elapse time of our method with vista-buffer algorithm, we can acquire improvement in speed that it is 3 times faster than vista-buffer algorithm. We expanded our algorithm to the second ray.

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An Efficient z-Buffer Algorithm using Temporal Coherence (시간 일관성을 이용한 효율적인 z-버퍼 알고리즘)

  • Oh, Kyung-Su;Shin, Yeong-Gil;Shin, Byeong-Seok
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.1
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    • pp.13-22
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    • 2000
  • We present a method that enhances the rendering speed of z-buffer algorithm using temporal coherence between two contiguous frames on fixed viewing conditions. Conventional z-buffer algorithm stores depth value for each pixel on a view plane while rendering some polygons, then it determines the visibility of the remaining polygons based on the stored depth values. If we can get color and depth information for some polygons without rendering, it is possible to generate an image by rendering only the remaining ones. In case of high frame rate, we can find the fact that sets of static polygons of the two contiguous frames are almost the same. This temporal coherence enables us to get the color and depth information of static polygons efficiently. Our algorithm stores color and depth information of static polygons and reuses it for generating the next frame. This method can be easily implemented since it does not require complex data structure and modification for conventional z-buffer algorithm. Also it is adequate for hardware implementation.

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3D object representation method using Superquadric and Z-buffer algorithm (Superquadric과 z-buffer 알고리즘을 이용한 3차원 물체 표현 기법)

  • 김대현;현대환;이선호;최종수
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.512-514
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    • 1999
  • 효율적인 물체인식을 위해서는 물체의 형상특징을 직선적으로 기술할 수 있는 체적소 기반 물체 표현 방법이 필요하다. 본 논문에서는 몇 개의 계수를 가지고 3차원 정보를 효율적으로 표현할 수 있는 superquadric을 이용하여 기본적인 3차원 물체를 모델링 한다. 그리고 보다 복잡하고 정교한 물체의 표현을 위해서 변형된 superquadric을 함께 이용한다. 이렇게 만들어진 개개의 3차원 모델에 z-buffer 알고리즘을 적용하여 하나의 완전한 3차원 물체로 표현하는 방법을 제시하고 실험을 통해 그 유용성을 입증하였다.

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Modeling of 3D object shape based on Superquadrics and Z-Buffer Algorithm

  • Kim, Dae-Hyun;D.H. Hyeon;Lee, S.H.;Park, J.S.
    • Proceedings of the IEEK Conference
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    • 2000.07b
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    • pp.1088-1091
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    • 2000
  • Superquadrics can represent various and complex 3D objects with only some parameters(size, position, deformation etc.). So if we use both superquadrics and deformed superquadrics, we can also represent more realistic 3D objects which are existed in real world. In this paper we use the z-buffer algorithm and stencil buffer together because this is very useful when the superquadric primitives are combined. The fundamental ideas are illustrated with a number of tables and figures.

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A Study on 3D Modeling Technique using Parametric Representation (계수 표현 모델을 이용한 3차원 모델링 기법에 관한 연구)

  • Kim Tae-Eun
    • Journal of Digital Contents Society
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    • v.5 no.3
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    • pp.176-179
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    • 2004
  • Superquadrics can represent various and complex 3D object with only wome parameters(size, position, deformation etc). So if we use both superquadrics and deformed superquadrics, we can reoresent more realistic 3D object which are existed in real world. In this paper we use the Z-buffer algorithm and stencil buffer together because this is very useful when the wuperquadric primitives are combined. The fundamental ideas are illustrated with a number of tables and figures.

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An implementation of CSG modeling technique on Machining Simulation using C++ and Open GL

  • Le, Duy;Kim, Su-Jin;Lee, Jong-Min;Nguyen, Anh-Thi;Ha, Vy-Thoai
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.1053-1056
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    • 2008
  • An application of CSG (Constructive Solid Geometry) modeling technique in Machining Simulation is introduced in this paper. The current CSG model is based on z-buffer CSG Rendering Algorithm. In order to build a CSG model, frame buffers of VGA (Video Graphic Accelerator) should be used in term of color buffer, depth buffer, and stencil buffer. In addition to using CSG model in machine simulation Stock and Cutter Swept Surface (CSS) should be solid. Method to create a solid Cuboid stock and Ball-end mill CSS are included in the present paper. Boolean operations are used to produce the after-cut part, especially the Difference operation between Stock and CSS as the cutter remove materials form stock. Finally, a small program called MaSim which simulates one simple cut using this method was created.

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3D Model Retrieval based on Spherical Coordinate System (구면좌표계 기반에서 3차원 모델 검색)

  • Song, Ju-Whan;Choi, Seong-Hee
    • 전자공학회논문지 IE
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    • v.46 no.1
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    • pp.37-43
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    • 2009
  • In this paper, we propose a new algorithm for 3D model retrieval based on spherical coordinate system. We obtains sample points in a polygons on 3D model. We convert a point in cartesian coordinates(x, y, z) to it in spherical coordinate. 3D shape features are achieved by adopting distribution of zenith of sample point in spherical coordinate. We used Osada's method for obtaining sample points on 3D model and the PCA method for the pose standardization 3D model. Princeton university's benchmark data was used for this research. Experimental results numerically show the precision improvement of proposed algorithm 12.6% in comparison with Vranic's depth buffer-based feature vector algorithm.