• Title/Summary/Keyword: graphics pipeline

Search Result 69, Processing Time 0.022 seconds

GPU-accelerated Global Illumination for Point Set Rendering (GPU 가속을 이용한 점집합 렌더링을 위한 전역 조명기법)

  • Min, Heajung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.1
    • /
    • pp.7-15
    • /
    • 2020
  • In the process of visualizing a point set representing a smooth manifold surface, global illumination techniques can be used to render a realistic scene with various effects of lighting. Thanks to the continuous demand for ray tracing and the development of graphics hardware, dedicated GPUs and programmable pipeline for ray tracing have been introduced in recent years. In this paper, real-time global illumination rendering is studied for a point-set model using ray-tracing GPUs. We apply the moving least-squares (MLS) method to approximate the point set to a smooth implicit surface and render it using global illumination by performing massive ray-intersection tests with the surface and generating shading effects at the intersection point. As a result, a complicated point-set scene consisting of more than 0.5M points can be generated in real-time.

Parallel Structure Design Method for Mass Spring Simulation (질량스프링 시뮬레이션을 위한 병렬 구조 설계 방법)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of the Korea Computer Graphics Society
    • /
    • v.25 no.3
    • /
    • pp.55-63
    • /
    • 2019
  • Recently, the GPU computing method has been utilized to improve the performance of the physics simulation field. In particular, in the case of a deformed object simulation requiring a large amount of computation, a GPU-based parallel processing algorithm is required to guarantee real-time performance. We have studied the parallel structure design method to improve the performance of the mass spring simulation method which is one of the methods of implementing the deformation object simulation. We used OpenGL's GLSL, a graphics library that allows direct access to the GPU, and implemented the GPGPU environment using an independent pipeline, the compute shader. In order to verify the effectiveness of the parallel structure design method, the mass - spring system was implemented based on CPU and GPU. Experimental results show that the proposed method improves computation speed by about 6,000% compared to the CPU Environment. It is expected that the lightweight simulation technology can be effectively applied to the augmented reality and the virtual reality field by using the design method proposed later in this research.

Neural network for automatic skinning weight painting using SDF (SDF를 이용한 자동 스키닝 웨이트 페인팅 신경망)

  • Hyoseok Seol;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.4
    • /
    • pp.17-24
    • /
    • 2023
  • In computer graphics and computer vision research and its applications, various representations of 3D objects, such as point clouds, voxels, or triangular meshes, are used depending on the purpose. The need for animating characters using these representations is also growing. In a typical animation pipeline called skeletal animation, "skinning weight painting" is required to determine how joints influence a vertex on the character's skin. In this paper, we introduce a neural network for automatically performing skinning weight painting for characters represented in various formats. We utilize signed distance fields (SDF) to handle different representations and employ graph neural networks and multi-layer perceptrons to predict the skinning weights for a given point.

GPU-based dynamic point light particles rendering using 3D textures for real-time rendering (실시간 렌더링 환경에서의 3D 텍스처를 활용한 GPU 기반 동적 포인트 라이트 파티클 구현)

  • Kim, Byeong Jin;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.3
    • /
    • pp.123-131
    • /
    • 2020
  • This study proposes a real-time rendering algorithm for lighting when each of more than 100,000 moving particles exists as a light source. Two 3D textures are used to dynamically determine the range of influence of each light, and the first 3D texture has light color and the second 3D texture has light direction information. Each frame goes through two steps. The first step is to update the particle information required for 3D texture initialization and rendering based on the Compute shader. Convert the particle position to the sampling coordinates of the 3D texture, and based on this coordinate, update the colour sum of the particle lights affecting the corresponding voxels for the first 3D texture and the sum of the directional vectors from the corresponding voxels to the particle lights for the second 3D texture. The second stage operates on a general rendering pipeline. Based on the polygon world position to be rendered first, the exact sampling coordinates of the 3D texture updated in the first step are calculated. Since the sample coordinates correspond 1:1 to the size of the 3D texture and the size of the game world, use the world coordinates of the pixel as the sampling coordinates. Lighting process is carried out based on the color of the sampled pixel and the direction vector of the light. The 3D texture corresponds 1:1 to the actual game world and assumes a minimum unit of 1m, but in areas smaller than 1m, problems such as stairs caused by resolution restrictions occur. Interpolation and super sampling are performed during texture sampling to improve these problems. Measurements of the time taken to render a frame showed that 146 ms was spent on the forward lighting pipeline, 46 ms on the defered lighting pipeline when the number of particles was 262144, and 214 ms on the forward lighting pipeline and 104 ms on the deferred lighting pipeline when the number of particle lights was 1,024766.

A Design of a Verification System for a 3D Graphic Geometry Engine (3D 그래픽 가속기를 위한 검증시스템의 설계 및 구현)

  • Song, In-Seok;Ha, Jin-Seok;Kim, Myung-Hwan;Lee, Kwang-Yeob;Jo, Tae-Hyun
    • Proceedings of the IEEK Conference
    • /
    • 2005.11a
    • /
    • pp.663-666
    • /
    • 2005
  • The geometry stage, which performs the transformation and lighting operations of vertices, became the critical part in 3D graphics pipeline. In this paper, we have planned and designed the Geometry Processor for the better and more efficient way to process the real-time 3D using the floating point unit. We also designed a verification system for Geometry engine. It is implemented with Xilinx-Virtex2 and Visual C++.NET. In the Synopsis, we confirmed 100 MHz performance and 137107 cell area of Geometry Engine.

  • PDF

Issues in Control of a Robotic Spatial Augmented Reality System (로보틱 공간증강현실 시스템의 제어의 문제)

  • Lee, Joo-Haeng;Kim, Hyun;Suh, Young-Ho;Kim, Hyung-Sun
    • Korean Journal of Computational Design and Engineering
    • /
    • v.16 no.6
    • /
    • pp.437-448
    • /
    • 2011
  • A robotic spatial augmented reality (RSAR) system combines a robotics technology with a spatial augmented reality system (SAR) where cameras are used to recognize real objects and projectors augment information and user interface directly on the surface of the recognized objects, rather than relying on handheld display devices. Moreover, a robotic module is actively used to discover and utilize the context of users and environments. The control of a RSAR system involves several issues from different technical fields such as classical inverse kinematics of motors where projector-camera pairs are mounted, inverse projection problems to find appropriate internal/external parameters of projectors and cameras, and image warping in graphics pipeline to compensate the kinematic constraints. In this paper, we investigate various control issues related to a RSAR system and propose basic approaches to handle them, specially focused on the prototype RSAR system developed in ETRI.

Observing the central engine of GRB170817A

  • van Putten, Maurice H.P.M.
    • The Bulletin of The Korean Astronomical Society
    • /
    • v.43 no.1
    • /
    • pp.39.2-39.2
    • /
    • 2018
  • GW170817/GRB170817A establishes a double neutron star merger as the progenitor of a short gamma-ray burst, starting 1.7 s post-coalescence. GRB170817A represents prompt or continuous emission from a newly formed hyper-massive neutron star or black hole. We report on a deep search for broadband extended gravitational-wave emission in spectrograms up to 700 Hz of LIGO O2 data covering this event produced by butterfly filtering comprising a bank of templates of 0.5 s. A detailed discussion is given of signal-to-noise ratios in image analysis of spectrograms and confidence levels of candidate features. This new pipeline is realized by heterogeneous computing with modern graphics processor units (GPUs). (Based on van Putten, M.H.PM., 2017, PTEP, 093F01.)

  • PDF

Key-Frame Based Real-Time Fluid Simulations (키-프레임 기반 실시간 유체 시뮬레이션)

  • Ryu, Ji-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.11
    • /
    • pp.1515-1528
    • /
    • 2006
  • Systems for physically based fluid animation have developed rapidly in the visual special effects industry and can make very high quality images. However, in the real-time application fields such as computer game, the simulation speed is more critical issue than image quality. This paper presents a real-time method for animating fluid using programmable graphics pipeline. We show that once two key-frames are given, the technique can interactively generate a sequence of images changing from the source key-frame to the target.

  • PDF

High Performance Rendering system using a Rasterizer Merged Frame Buffer (래스터라이저-프레임버퍼 혼합 설계기술을 이용한 고성능 랜더링 시스템 설계)

  • 최춘자;박우찬;한탁돈
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 1999.10c
    • /
    • pp.9-11
    • /
    • 1999
  • 3차원 그래픽 랜더링 파이프라인(3D Graphics Rendering Pipeline)은 크게 지오메트리 프로세싱(Geometry Processing)과 레스터라이제이션(Rasterization)으로 구성되어 있다. 본 논문에서는 래스터라이저와 프레임버퍼사이의 대역폭으로 인한 병목점을 분석하고, 그 한계를 극복해 낼 수 있도록 프로세서 메모리 집적구조를 이용하여 랜더링 시스템을 설계, 성능 분석한다. 프레임버퍼의 집적으로 인한 메모리 대역폭을 이용하기 위해, 각 픽셀 처리에 필요한 로직을 포함하는 SIMD 타입의 픽셀 처리 프로세서가 메모리 어레이와 밀결합(tightly coupled)된다. 제안하는 구조는 래스터라이저 로직과 프레임 버퍼가 단일 칩으로 구성되었고, 텍스쳐 매핑, 범프 매핑, 안티알리아싱, 깊이 버퍼를 지원하며 초당 5백만 이상의 삼각형을 처리할 수 있는 고성능 랜더링 시스템이다.

  • PDF

Geometry Processing using Multi-Core GP-GPU (멀티코어 GP-GPU를 이용한 지오메트리 처리)

  • Lee, Kwang-Yeob;Kim, Chi-Yong
    • Journal of IKEEE
    • /
    • v.14 no.2
    • /
    • pp.69-75
    • /
    • 2010
  • A 3D graphics pipeline is largely divided into geometry stage and rendering stage. In this paper, we propose a method that accelerates a geometry processing in multi-core GP-GPU, using dual-phase structure. It can be improved by parallel data processing using SIMD of GP-GPU, dual-phase structure and memory prefetch. The proposed architecture improves approximately 19% of performance when it use all the features.