• Title/Summary/Keyword: vertex program

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A Real-Time Rendering Algorithm of Large-Scale Point Clouds or Polygon Meshes Using GLSL (대규모 점군 및 폴리곤 모델의 GLSL 기반 실시간 렌더링 알고리즘)

  • Park, Sangkun
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.3
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    • pp.294-304
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    • 2014
  • This paper presents a real-time rendering algorithm of large-scale geometric data using GLSL (OpenGL shading language). It details the VAO (vertex array object) and VBO(vertex buffer object) to be used for up-loading the large-scale point clouds and polygon meshes to a graphic video memory, and describes the shader program composed by a vertex shader and a fragment shader, which manipulates those large-scale data to be rendered by GPU. In addition, we explain the global rendering procedure that creates and runs the shader program with the VAO and VBO. Finally, a rendering performance will be measured with application examples, from which it will be demonstrated that the proposed algorithm enables a real-time rendering of large amount of geometric data, almost impossible to carry out by previous techniques.

Shortest paths calculation by optimal decomposition (최적분해법에 의한 최단경로계산)

  • 이장규
    • 전기의세계
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    • v.30 no.5
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    • pp.297-305
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    • 1981
  • The problem of finding shortest paths between every pair of points in a network is solved employing and optimal network decomposition in which the network is decomposed into a number of subnetworks minimizing the number of cut-set between them while each subnetwork is constrained by a size limit. Shortest path computations are performed on individual subnetworks, and the solutions are recomposed to obtain the solution of the original network. The method when applied to large scale networks significantly reduces core requirement and computation time. This is demonstrated by developing a computer program based on the method and applying it to 30-vertex, 160-vertex, and 273-vertex networks.

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A case study on high school students' mental image in the process of solving regular polyhedron problems (정다면체 문제 해결 과정에서 나타나는 고등학교 학생들의 심상에 관한 사례연구)

  • Hong, Gap Lyung;Kim, Won Kyung
    • The Mathematical Education
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    • v.53 no.4
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    • pp.493-507
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    • 2014
  • The purpose of this study is to analyze how high school students form and interpret the mental image in the process of solving regular polyhedron problems. For this purpose, a set of problems about the regular polyhedron's vertex is developed on the base of the regular polyhedron's duality and circulation. and applied to 2 students of the 12th graders in D high school. After 2 hours of teaching and learning and another 2 hours of mental image-analysis process, the following research findings are obtained. Fisrt, a student who recorded medium high-level grade in the national scholastic test can build the dynamic image or the patten image in the process of solving regular polyhedron's vertex problems by utilizing the 3D geometry program. However, the other student who recorded low-level grade can build the concrete-pictorial image. Second, pattern image or dynamic image can help students solve the regular polyhedron's vertex problems by proper transformation of informations and the mental images while the concrete-pictorial image does not help. Hence, it is recommended that the mathematics teachers should develop teaching and learning materials about the regular polyhedron's duality and circulation and also give students suitable questions to build the various mental images.

Design of Virtual Machine for Vertex Shader (정점 셰이더의 가상 기계 구현)

  • Ha, Chang-Soo;Kim, Ju-Hong;Choi, Byeong-Yoon
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1003-1006
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    • 2005
  • Vertex shader of GPU in personal computer is advanced in functions as to be half of traditional fixed T&L functions. And, capacity of memory for saving resources to process instructions is unlimited. GPU that can be programmed by programmer is needed for mobile system as well as personal computer. In this paper, we implement software virtual machine for vertex shader using C++ Language. Our goal is designing hardware GPU that can apply to mobile system. The virtual machine consists of nVidia GPU instructions. Input Data to virtual machine is generated by Microsoft fxc compiler. That is to say, Input Data is compiled shader program written in HLSL, Cg, or ASM. The virtual machine will be a reference model for designing hardware GPU and can be used for Testbed to test added or modified instruction.

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Social Network Comparison of Airlines on Twitter Using NodeXL (Twitter를 기반으로 한 항공사 소셜 네트워크 비교분석 - 카타르, 싱가포르, 에미레이트, ANA, 대한항공을 중심으로 -)

  • Gyu-Lee Kim;Jae Sub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.81-94
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    • 2023
  • The study aims to compare and analyze the social network structures of Qatar Airways,s Singapore Airlines, Emirates Airlines, and ANA Airlines, recording the top 1 to 4, and Korean Air in ninth by Skytrax's airline evaluations in 2022. This study uses NodeXL, a social network analysis program, to analyze the social networks of 5 airlines, Vertex, Unique Edges, Single-Vertex Connected Components, Maximum Geodesic Distance, Average Geodesic Distance, Average Degree Centrality, Average Closeness Centrality, and Average Betweenness Centrality as indicators to compare the differences in these social networks of the airlines. As a result, Singapore's social network has a better network structure than the other airlines' social networks in terms of sharing information and transmitting resources. In addition, Qatar Airways and Singapore Airlines are superior to the other airlines in playing roles and powers of influencers who affect the flow of information and resources and the interaction within the airline's social network. The study suggests some implications to enhance the usefulness of social networks for marketing.

A Study on Implementation of NMEA 2000 based Integrated Gateway using FPGA (FPGA를 이용한 NMEA 2000 기반 통합게이트웨이 구현에 관한 연구)

  • Park, Dong-Hyun;Hong, Ji-Tae;Kim, Kyung-Yup;Kim, Jong-Hyu;Yu, Yung-Ho
    • Journal of Advanced Marine Engineering and Technology
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    • v.35 no.2
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    • pp.278-287
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    • 2011
  • NMEA 2000 protocol known as IEC 61162-3 of Multi-talker, Multi-listener and Plug and Play network communication has been adopted as standard network for SOLAS(Safety of Life at Sea) ship by IMO. This paper focuses on the implementation of FPGA and MicroBlaze for NMEA 2000 based gateway, which is able to convert NMEA 2000 protocol into various types of network protocol such as Ethernet, UART and USB using Vertex4-based ML401 board. Each communication module and the stack of NMEA 2000 are mounted on FPGA. To be able to receive each communication data, ML401 board is configured to handle required communication speed. PC based NMEA 2000 monitoring program is developed to verify that data on different networks are correctly converted each other in real time.

Construction and Rendering of Trimmed Blending Surfaces with Sharp Features on a GPU

  • Ko, Dae-Hyun;Lee, Ji-Eun;Lim, Seong-Jae;Yoon, Seung-Hyun
    • ETRI Journal
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    • v.33 no.1
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    • pp.89-99
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    • 2011
  • We construct surfaces with darts, creases, and corners by blending different types of local geometries. We also render these surfaces efficiently using programmable graphics hardware. Points on the blending surface are evaluated using simplified computation which can easily be performed on a graphics processing unit. Results show an eighteen-fold to twenty-fold increase in rendering speed over a CPU version. We also demonstrate how these surfaces can be trimmed using textures.

Effects of Fit Factor and Visual Acuity of Eyeglasses Wearers when Wearing Particulate Filtering Facepiece Respirators (안경착용자 방진마스크 착용 시 밀착계수와 착용시력에 미치는 영향)

  • Eoh, Won Souk;Shin, Chang Sup
    • Journal of the Korean Society of Safety
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    • v.35 no.3
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    • pp.105-115
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    • 2020
  • This study compares the difference of fit factors (FF) and visual acuity according to masks and eyeglasses preferences for 54 participants. We the precautions and behaviors of discomfort when wearing masks of eyewear wearers. Contact lens discomfort and priority action of complaints was investigated Glasses fitting factors is Optical Center Height(OH), Vertex Distance(VD) and Pantoscopic Angle(PA). We measured those factors and expressed by the ratio of standard point and change point. Quantitative fit factor was measured by Portacount Pro+ 8038. Also, we selected to 6 exercises among 8 exercises OSHA QNFT (Quantitative Fit testing) protocol to measure the fit factors. The pass/ fail criterion of FF was set at 100. Visual acuity(VA) test chart is developed by Chunsuk Han was used, Descriptive statistics was performed. Descriptive statistics(SAS ver 9.2), it is used geometric means, Wilcoxon analysis(P=0.05) When wearing the mask preferentially, fit factor(FF) was high according to the step of glasses fitting parameter. on the other hand, when the glasses first choice, the visual acuity(VA) was high. there was no significant difference. In the case of fit factor (FF), mask first choice/ glasses first choice is OH (p=0.671/ p=0.332), VD (p=0.602/ p=0.571) and PA (p=0.549/ p=0.607). Visual acuity (VA), mask first choice/ glasses first choice is OH (p=0.753/ p=0.386), VD (p=0.815/ p=0.557) and PA (p=0.856/ p=0.562). The workers of workplace and office chose glasses but occupational health workers and students chose mask. In case of discomforts, it was suggested to remove the mask and tolerate discomforts. The main discomforts and usual action of lens were dryness, hyperemia, foreign body sensation, ophthalmodynia, decreased vision and glasses wearing. Therefore, it is necessary to develop a mask wearing method education program considering glasses fitting and develop a hybrid model that minimizes inconvenience when wearing glasses and a mask at the same time.

The Recoginition of Pattern of Shape and Composing the Graph Topology of Sketch Drawing Element for the Automation of Earthwork Quantity Calculation (토공수량계산 자동화를 위한 스케치 도면 요소의 그래프 위상 자동 구성 및 형태 패턴 인식에 대한 연구)

  • Kang, Tae-Wook;Kim, Bong-Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.30 no.2D
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    • pp.171-179
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    • 2010
  • The purpose of the present study is to suggest composing the graph topology of sketch drawing element and the recognition of the shape pattern for the earthwork quantity calculation. The algorithm which can extract the topology element such as vertex, edge, face and establish the relation between each topology was developed. The model which can define earthwork graph and recognize the shape pattern of earthwork was presented. As a result of the study, the shape pattern of earthwork that can't be calculated by existing earthwork calculation program could be recognized as expanding this model. The earthwork shape recognition automation using the graph topology model can be applied to the automation for the earthwork quantity estimation.

preprocessing methodology to reducing calculation errors in 3 dimensional model for development of heat transfer analysis program for 3 dimensional structure of building (건물의 3차원 구조체에 대한 전열해석 프로그램 개발 중 3차원 모델의 해석 오류 저감을 위한 사전 수정 방법 연구)

  • Lee, Kyusung;Lee, Juhee;Lee, Yongjun
    • KIEAE Journal
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    • v.16 no.1
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    • pp.89-94
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    • 2016
  • This study is part of three-dimensional(3D) heat transfer analysis program developmental process. The program is being developed without it's own built in 3D-modeller. So 3D-model must be created from another 3D-modeller such as generic CAD programs and imported to the developed program. After that, according to the 3D-geometric data form imported model, 3D-mesh created for numerical calculation. But the 3D-model created from another 3D-modeller is likely to have errors in it's geometric data such as mismatch of position between vertexes or surfaces. these errors make it difficult to create 3D-mesh for calculation. These errors are must be detected and cured in the pre-process before creating 3D-mesh. So, in this study four kinds of filters and functions are developed and tested. Firstly, 'vertex error filter' is developed for detecting and curing for position data errors between vertexes. Secondly, 'normal vector error filter' is developed for errors of surface's normal vector in 3D-model. Thirdly, 'intersection filter' is developed for extracting and creating intersection surface between adjacent objects. fourthly, 'polygon-line filter' is developed for indicating outlines of object in 3D-model. the developed filters and functions were tested on several shapes of 3D-models. and confirmed applicability. these developed filters and functions will be applied to the developed program and tested and modified continuously for less errors and more accuracy.