• Title/Summary/Keyword: graphics pipeline

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KAWS: Coordinate Kernel-Aware Warp Scheduling and Warp Sharing Mechanism for Advanced GPUs

  • Vo, Viet Tan;Kim, Cheol Hong
    • Journal of Information Processing Systems
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    • v.17 no.6
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    • pp.1157-1169
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    • 2021
  • Modern graphics processor unit (GPU) architectures offer significant hardware resource enhancements for parallel computing. However, without software optimization, GPUs continuously exhibit hardware resource underutilization. In this paper, we indicate the need to alter different warp scheduler schemes during different kernel execution periods to improve resource utilization. Existing warp schedulers cannot be aware of the kernel progress to provide an effective scheduling policy. In addition, we identified the potential for improving resource utilization for multiple-warp-scheduler GPUs by sharing stalling warps with selected warp schedulers. To address the efficiency issue of the present GPU, we coordinated the kernel-aware warp scheduler and warp sharing mechanism (KAWS). The proposed warp scheduler acknowledges the execution progress of the running kernel to adapt to a more effective scheduling policy when the kernel progress attains a point of resource underutilization. Meanwhile, the warp-sharing mechanism distributes stalling warps to different warp schedulers wherein the execution pipeline unit is ready. Our design achieves performance that is on an average higher than that of the traditional warp scheduler by 7.97% and employs marginal additional hardware overhead.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Detailed Representation of Liquid-Solid Mixed Surfaces with Adaptive Framework Based Hybrid SDF and Surface Reconstruction (적응형 프레임워크 기반의 하이브리드 부호거리장과 표면복원을 이용한 액체와 고체 혼합 표면의 세밀한 표현)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.4
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    • pp.11-19
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    • 2017
  • We propose a new pipeline of fluid surface reconstruction that incorporates hybrid SDF(signed distance fields) and adaptive fluid surface techniques to finely reconstruct liquid-solid mixed surfaces. Previous particle-based fluid simulation suffer from a noisy surface problem when the particles are distributed irregularly. If a smoothing scheme is applied to reduce the problem, sharp and detailed features can be lost by over-smoothing artifacts. Our method constructs a hybrid SDF by combining signed distance values from the solid and liquid parts of the object. We also proposed a method of adaptively reconstructing the surface of the fluid to further improve the overall efficiency. This not only shows the detailed surface of the solid and liquid parts, but also the detail of the solid surface and the smooth fluid surface when both materials are mixed. We introduce the concept of guiding shape and propose a method to get signed distance value quickly. In addition, the hybrid SDF and mesh reconstruction techniques are integrated in the adaptive framework. As a result, our method improves the overall efficiency of the pipeline to restore fluid surfaces.

Fast Visualization Technique and Visual Analytics System for Real-time Analyzing Stream Data (실시간 스트림 데이터 분석을 위한 시각화 가속 기술 및 시각적 분석 시스템)

  • Jeong, Seongmin;Yeon, Hanbyul;Jeong, Daekyo;Yoo, Sangbong;Kim, Seokyeon;Jang, Yun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.4
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    • pp.21-30
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    • 2016
  • Risk management system should be able to support a decision making within a short time to analyze stream data in real time. Many analytical systems consist of CPU computation and disk based database. However, it is more problematic when existing system analyzes stream data in real time. Stream data has various production periods from 1ms to 1 hour, 1day. One sensor generates small data but tens of thousands sensors generate huge amount of data. If hundreds of thousands sensors generate 1GB data per second, CPU based system cannot analyze the data in real time. For this reason, it requires fast processing speed and scalability for analyze stream data. In this paper, we present a fast visualization technique that consists of hybrid database and GPU computation. In order to evaluate our technique, we demonstrate a visual analytics system that analyzes pipeline leak using sensor and tweet data.

Processing Methods for Ink-and-Wash Painting in Mobile Contents (모바일 콘텐츠의 수묵 담채 렌더링을 위한 프로세싱 기법)

  • Jang, Hyun-Ho;Jeon, Jae-Woong;Choy, Yoon-Chul
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.137-146
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    • 2011
  • Development of mobile devices such as smart phones and tablet PC and increased usage for mobile contents make researches of mobile computer graphics noticeable. However, previous non-photorealistic renderings such as an ink-and-wash painting with thin colors are almost designed for desktop platform and not well-matched for mobile devices. In the result, mobile-specific rendering techniques are needed to create 3D mobile contents with non-photorealistic graphics. We introduce processing techniques that are especially ink-and-wash painting and oriental thin coloring in mobile devices. Through the result of this paper, it is expected that various 3D mobile contents with non-photorealistic styles are made. Proposed work also can allow mobile devices render it in realtime using proposed preprocessing techniques and rendering pipelines.

Analysis of GPU Performance and Memory Efficiency according to Task Processing Units (작업 처리 단위 변화에 따른 GPU 성능과 메모리 접근 시간의 관계 분석)

  • Son, Dong Oh;Sim, Gyu Yeon;Kim, Cheol Hong
    • Smart Media Journal
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    • v.4 no.4
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    • pp.56-63
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    • 2015
  • Modern GPU can execute mass parallel computation by exploiting many GPU core. GPGPU architecture, which is one of approaches exploiting outstanding computational resources on GPU, executes general-purpose applications as well as graphics applications, effectively. In this paper, we investigate the impact of memory-efficiency and performance according to number of CTAs(Cooperative Thread Array) on a SM(Streaming Multiprocessors), since the analysis of relation between number of CTA on a SM and them provides inspiration for researchers who study the GPU to improve the performance. Our simulation results show that almost benchmarks increasing the number of CTAs on a SM improve the performance. On the other hand, some benchmarks cannot provide performance improvement. This is because the number of CTAs generated from same kernel is a little or the number of CTAs executed simultaneously is not enough. To precisely classify the analysis of performance according to number of CTA on a SM, we also analyze the relations between performance and memory stall, dram stall due to the interconnect congestion, pipeline stall at the memory stage. We expect that our analysis results help the study to improve the parallelism and memory-efficiency on GPGPU architecture.

Study for 3D Look Development Process (3D 룩 디벨롭먼트 과정 연구)

  • Lee, Yong Min
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.392-402
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    • 2020
  • Many modern movies and animations rely heavily on CG (computer graphics). The use of CG has made it possible to produce beyond the limits of visual expression. There has also been an increase in technical and artistic efforts to create new and high quality CGs. Look development is the process of modifying and creating shaders and renderings in 3D to produce CGI (computer-generated imagery) that meets the director's intentions. However, small production or projects may have relatively little or no awareness of look development in the production pipeline. The problems that can occur when look development is not preceded are classified into three categories. first, the shader may react differently under the same lighting conditions. Second, there can be a problem in communication between workers. Third, there is a waste of not promising a look for a given situation. As a way to avoid these problems I studied by creating consistency by the look development system. In the limitation that make it difficult for small studios to do look development because of small workers, time and cost, it is meaningful to study and present a simple look development process that can be carried out by individual or small production.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

3D Volumetric Capture-based Dynamic Face Production for Hyper-Realistic Metahuman (극사실적 메타휴먼을 위한 3D 볼류메트릭 캡쳐 기반의 동적 페이스 제작)

  • Oh, Moon-Seok;Han, Gyu-Hoon;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.751-761
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    • 2022
  • With the development of digital graphics technology, the metaverse has become a significant trend in the content market. The demand for technology that generates high-quality 3D (dimension) models is rapidly increasing. Accordingly, various technical attempts are being made to create high-quality 3D virtual humans represented by digital humans. 3D volumetric capture is spotlighted as a technology that can create a 3D manikin faster and more precisely than the existing 3D model creation method. In this study, we try to analyze 3D high-precision facial production technology based on practical cases of the difficulties in content production and technologies applied in volumetric 3D and 4D model creation. Based on the actual model implementation case through 3D volumetric capture, we considered techniques for 3D virtual human face production and producted a new metahuman using a graphics pipeline for an efficient human facial generation.

Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.