• Title/Summary/Keyword: 그래픽 요소

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Automatic Visual Architecture Generation System for Efficient HDL Debugging (효율적인 HDL 디버깅을 위한 아키텍쳐 자동 생성 시스템)

  • Moon, Dai-Tchul;Cheng, Xie;Park, In-Hag
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.7
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    • pp.1653-1659
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    • 2013
  • In this paper, we propose a new ECAD software for efficiently analyzing and debugging of digital architecture implemented in Verilog HDL or VHDL codes. This software firstly elaborates HDL codes so as to extract internal architecture structure, then generates several graphical aids such as hierarchical schematics by applying placement and routing algorithm, object tree to show configuration of each module, instance tree to show hierarchical structure of instances, and SPD (Signal Propagation Diagram) to show internal interconnections. It is more important function that same objects in different views(HDL codes, object tree, instance tree, SPD, waveform etc.) can be highlighted at the starting any object. These functions are sure to improve efficiency of manual job to fix bugs or to analyze HDL codes.

Monitoring System of Coastal Environment Changes due to the Construction on the Sea (해상공사로 인한 연안환경 모니터링시스템)

  • Jung, Tae-Sung;Kim, Sung-Gon
    • Journal of the Korean Society for Marine Environment & Energy
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    • v.8 no.2
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    • pp.53-59
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    • 2005
  • An integrated real-time monitoring software for coastal environment has been developed by using GUI. The system consists of modeling module, real-time monitoring module, and post-processing module of the modeling and monitoring results. The system was applied to a port construction site. The main purpose for the system is to setup the information system that user can obtain the environmental information easily and quickly. The system can be used to monitor environmental changes due to construction activities in coastal waters and to assess environmental impacts accurately in real-time. In conclusion, the system will be a good tool for finding out countermeasures to lessen water pollution and clean seawater.

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A Study for properties of Spline to 3D game modeling (3D 게임 모델링을 위한 Spline 특성 연구)

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.433-436
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    • 2012
  • Today due to the development of technology, 3D graphics have become an essential element of the game graphic. When game companies create a game using 3D graphics, game users can enjoy a better game graphics like photo-realistic live action than 2D game graphics. And because the game companies have many advantages in creating games which are easy to deal with many basic effects and special effects, in video game business field, 3D game have become the mainstream. This paper will inquire the characteristics of 2D spline which is basic to various kinds of 3D modeling necessary to making 3D game graphics, compare and analyze the merits and demerits of each kind of spline and find out its development history.

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Realistic 3D Brush Model for Computer Generated Sumuk Painting (컴퓨터 그래픽 수묵화를 위한 사실적인 3차원 브러쉬 모델)

  • Kang, Hyungjun;Jung, Moon Ryul;Jung, Dong Am
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.3
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    • pp.35-42
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    • 2002
  • 기존의 페인팅 소프트웨어들은 결과적인 면에서 실제 그림과 유사한 결과를 추구할 뿐, 실제 붓의 움직임이나 터치를 사실적으로 재현하려고 하지는 않았다. 이 논문에서는 수묵화를 그리는데 중요한 두 가지 요소 용묵법(用墨法)과 운필법(運筆法)중에서 붓을 운용하는 방법인 운필법(運筆法)을 컴퓨터 그래픽을 통해서 사실적으로 재현하고자 하였다. 이를 위해서 붓을 운용하는데 필요한 수묵 운필의 모든 동작을 캡쳐할 수 있는 5개의 자유도를 가지는 타블렛을 이용하였다. 손으로부터 붓으로, 붓으로부터 물과 먹을 매개로, 종이에 먹이 전달되는 전체 과정을 재현할 수 있는 모델을 설정하고, 이에 따라 사실적인 수묵화 필법을 구현하기 위해 3차원의 붓의 모델, 3차원의 변형 모델, 붓의 털 모델, 교차면 모델), 먹물의 침전 모델 (Ink Deposition Model)로 설정하였고, 이를 통해 실제 수묵화를 그리는 과정과 동일한 제작과정을 통해서 사실적인 붓의 움직임과 번짐이 구현된 수묵화와 유사한 결과물을 얻어낼 수 있었다. 또한 종이에 전달되는 먹과 물의 양을 정확하게 조절하기 위해서 붓의 털과, 교차지점 그리고 종이 모델을 제작하였고, 이들을 통해서 실제 수묵화의 필법을 사실적으로 시뮬레이션 하였다.

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LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object (LOD(Level-of-detail)이용한 3D객체의 동적 계층의 충돌 검사 성능 향상)

  • Lee, Chun-Ho;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.963-968
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    • 2007
  • In this paper introduce Standard 3D object(Bounding-Volume). In 3D game very efficient control algorithm Using collision detection which controls the convenient of a game based on Standard 3D object specially collision-detection. This algorithm is designed LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object.

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A Study on Visual Characteristic & Evaluation of the Super Graphic of High-raised Apartment Housing (고층 아파트 외관 슈퍼그래픽의 시지각적 특성 및 평가 성향에 관한 연구)

  • 최석창;양소진;유창균;이청웅
    • Journal of the Korean housing association
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    • v.14 no.6
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    • pp.147-154
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    • 2003
  • This study examines and analyzes the current status, characteristics and properties of Super-Graphic as a visual element with Super Graphic designed on the wall of apartment housing, typifies them and explains the preference and evaluative structure by each type. The results of this study are as follows: According to color environment of Super-Graphic, N-tone colors are 21.4% and YR-tone colors are 14.5%. In the whole distribution, cold color tone is 41.4% and warm color tone is 37.2%. In the brightness, 72.9% of the entire Super Graphic use high brightness and in the saturation, 51.2% show low saturation, achromatic colors are 21.4% and high saturation is 16.5%. As a result of conducting SD test to analyze the preference of Super-Graphic, 'wonderful' is most negative variable, followed by 'heterogeneous', 'splendid', 'romantic' variety'. Positive variables are 'monotone', 'stable' and 'calm'. As a result of factor analysis to reveal the evaluative structure of Super Graphic image based on the above results, five factors including brightness, saturation, stability, harmony and ordered are extracted and it is considered that these are important variables to be reflected in designing Super Graphic in future.

Development of a terrain model in 3D Game (3차원 게임에서의 손쉬운 지형 모델 구현 방법)

  • Park, Seok-hee;Lee, Hee-bum;Kim, Soo-Kyun;Im, Kwang-Hyuk;An, Sung-ohk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.533-534
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    • 2013
  • In computer game, terrain model is applied a nice texture to render snowy mountains and valley. Terrain model in the game, it is important role that the character plays in space. Realistic depiction of the terrain model enhances the absorption of the game. Now many terrain models are made by using lots of terrain tools. In this paper, we does not use terrain modeling tool, we use only 3D max for making terrain model easily. 3D max provides a comprehensive 3D modeling, rendering, and compositing solution for games. In this paper we create terrain models by using 3D max, also we present how to use DirectX environment.

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Introduction to Object-Oriented 3D Graphic Simulation Software Simplus 3D (객체지향 3차원 그래픽 시뮬레이션 소프트웨어 Simplus 3D 및 활용사례)

  • 배명환;정영교;한정수;김호중;안병하
    • Proceedings of the Korea Society for Simulation Conference
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    • 2000.11a
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    • pp.241-247
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    • 2000
  • 날로 복잡해지고 거대해지는 시스템의 추세를 감안할 때 앞으로 시스템 분야의 주요 구성요소간 상호작용을 분석하여 최적의 시스템 운영방안을 도출하기 위해서는 시뮬레이션 기법의 도입이 필수적이다. Simplus 3D는 분석대상 시스템을 주요 객체 단위로 Model 상에 재구성하여 이들의 움직임과 주체적 의사결정 논리를 자체 서술어를 사용하여 묘사하도록 고안된 범용 그래픽 시뮬레이션 소프트웨어로 사용자가 정의한 Logic을 Procedure 또는 Function화하여 별도의 File에 저장하고 재활용 가능하며, 객체별 Logic Trace가 가능하여 객체 시나리오의 상세분석 및 Logic 디버깅이 용이하다. 또한 대상시스템의 특성에 따라 Macro한 수준의 개략적인 묘사부터 Micro한 수준의 제어 알고리듬에 이르기까지 묘사의 수준이 자유롭고, 시뮬레이션에 주로 사용되는 물류설비 및 Logic을 Module로 제공하며 필요시 Custom Logic을 추가할 수 있다. 분포형태는 일양분포, 지수분포, 정규분포 등 다양한 분포형태를 지원하며 9999개까지의 Random Number Seed 지정이 가능하다. 일반 PC에서도 실행 가능하며 3차원 Animation과 다양한 형태의 Report를 제공함으로써 비전문가나 의사결정자가 각종 대안에 대한 시뮬레이션 결과를 시각적으로 확인하여 쉽게 이해할 수 있도록 하였다. Simplus 3D는 현재까지 생산시스템, 항만 및 교통 등의 분야에 광범위하게 활용되고 있으며, 본 논문에서는 기아자동차 WBS 물류시스템 시뮬레이션 모델과 고속도로 톨게이트 시뮬레이션 모델을 활용사례로 소개하고자 한다.

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The Characteristics of Light in Digital Space (디지털공간에 있어서 빛의 특성)

  • 홍승대
    • Archives of design research
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    • v.15 no.4
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    • pp.77-86
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    • 2002
  • 3D computer applications provide various functions such as modeling, rendering, animation, lighting and so on. Lighting is the core element in that light visualizes shape and develops characteristics of surface. In spatial design, light is the most important factor in deciding color, texture and illumination level which are the basic factors of spatial design. The purpose of this study is to define the characteristics of lighting in digital space provided by the computer, based on the fact that physical space cannot be separated from digital space, and to show how light in the physical realm relates to computer graphics technologies. This study shows there are following characteristics of light in digital space; iconic light, modifiable surface, shadowless light, 2-dimensional perception, and the particulate aspect of light but not the wave aspect of light. Light in physical or digital space is capable of producing a visual sensation. The experimental space can be realized due to the lack of physics. Further study in new illumination procedures are required as computer media expands.

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A Study on Visual Communication Design for Effective Trial Presentation (효과적인 법정 프레젠테이션을 위한 비주얼커뮤니케이션 디자인 연구)

  • Baek, Se-Young
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.601-611
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    • 2016
  • As oral trial principle and civil participation in criminal trials spread, the environment of Korean courtroom is in need of a systematic introduction of trial presentation which can supplement with the oral trial presentation's weakness. Therefore this study analyzes the definition, types, and effectiveness of trial presentation, considering characters of the Korean court's environment. As for following research step, the most widely used trial presentation softwares in the USA and Korea are analyzed and compared in consideration of the particularity of the trial presentation. Based on this analysis, this study suggested elements to be included in the presentation software optimized for Korean court's environment as follows: 1. Ease of the insertion of various forms and media, 2. Appropriate limitation of the spectrum for graphic style, 3. Ease of use of graphics tools, 4. System functions. Such a suggestion was proposed not only to enhance the clarity, accuracy, effectiveness in developing insistence and delivery of content, but also promote aesthetic quality and consistency of presentation's visual communication aspect.