• Title/Summary/Keyword: 그래픽 프로그래밍

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Implementation of LabVIEW®-based Joint-Linear Motion Blending on a Lab-manufactured 6-Axis Articulated Robot (RS2) (LabVIEW® 기반 6축 수직 다관절 로봇(RS2)의 이종 모션 블랜딩 연구)

  • Lee, D.S.;Chung, W.J.;Jang, J.H.;Kim, M.S.
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.22 no.2
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    • pp.318-323
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    • 2013
  • For fast and accurate motion of 6-axis articulated robot, more noble motion control strategy is needed. In general, the movement strategy of industrial robots can be divided into two kinds, PTP (Point to Point) and CP (Continuous Path). Recently, industrial robots which should be co-worked with machine tools are increasingly needed for performing various jobs, as well as simple handling or welding. Therefore, in order to cope with high-speed handling of the cooperation of industrial robots with machine tools or other devices, CP should be implemented so as to reduce vibration and noise, as well as decreasing operation time. This paper will realize CP motion (especially joint-linear) blending in 3-dimensional space for a 6-axis articulated (lab-manufactured) robot (called as "RS2") by using LabVIEW$^{(R)}$ (6) programming, based on a parametric interpolation. Another small contribution of this paper is the proposal of motion blending simulation technique based on Recurdyn$^{(R)}$ V7 and Solidworks$^{(R)}$, in order to figure out whether the joint-linear blending motion can generate the stable motion of robot in the sense of velocity magnitude at the end-effector of robot or not. In order to evaluate the performance of joint-linear motion blending, simple PTP (i.e., linear-linear) is also physically implemented on RS2. The implementation results of joint-linear motion blending and PTP are compared in terms of vibration magnitude and travel time by using the vibration testing equipment of Medallion of Zonic$^{(R)}$. It can be confirmed verified that the vibration peak of joint-linear motion blending has been reduced to 1/10, compared to that of PTP.

Acceleration techniques for GPGPU-based Maximum Intensity Projection (GPGPU 환경에서 최대휘소투영 렌더링의 고속화 방법)

  • Kye, Hee-Won;Kim, Jun-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.981-991
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    • 2011
  • MIP(Maximum Intensity Projection) is a volume rendering technique which is essential for the medical imaging system. MIP rendering based on the ray casting method produces high quality images but takes a long time. Our aim is improvement of the rendering speed using GPGPU(General-purpose computing on Graphic Process Unit) technique. In this paper, we present the ray casting algorithm based on CUDA(an acronym for Compute Unified Device Architecture) which is a programming language for GPGPU and we suggest new acceleration methods for CUDA. In detail, we propose the block based space leaping which skips unnecessary regions of volume data for CUDA, the bisection method which is a fast method to find a block edge, and the initial value estimation method which improves the probability of space leaping. Due to the proposed methods, we noticeably improve the rendering speed without image quality degradation.

Real-time Virtual View Synthesis using Virtual Viewpoint Disparity Estimation and Convergence Check (가상 변이맵 탐색과 수렴 조건 판단을 이용한 실시간 가상시점 생성 방법)

  • Shin, In-Yong;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.1A
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    • pp.57-63
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    • 2012
  • In this paper, we propose a real-time view interpolation method using virtual viewpoint disparity estimation and convergence check. For the real-time process, we estimate a disparity map at the virtual viewpoint from stereo images using the belief propagation method. This method needs only one disparity map, compared to the conventional methods that need two disparity maps. In the view synthesis part, we warp pixels from the reference images to the virtual viewpoint image using the disparity map at the virtual viewpoint. For real-time acceleration, we utilize a high speed GPU parallel programming, called CUDA. As a result, we can interpolate virtual viewpoint images in real-time.

A Study on the User Interface of Web-based Flexible Manufacturing System (웹기반 유연 생산시스템 사용자 인터페이스)

  • PARK JE-WOONG;KIM WON-JUNG
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2004.11a
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    • pp.68-72
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    • 2004
  • A practical method to investigate the user interface of web based Flexible Manufacturing System(FMS) on the internet environment is established. Because the industrial FMS controller requires a lot of gadget, such as switch, dial, button, etc., for actual work-site flexible operation sufficiently, the user interface of the controller is significantly complex. The support for operational convenience of FMS controller can increase productivity and efficiency of the user, operational personnel of FMS. While most FMS provide their application programming interface(API) and graphical user interface(GUI) with adequate mechanism itself when used in stand alone, there is increasing demand for FMS that can operate with the intuitional user interface find virtual reality(V/R) environment. This thesis considers the intuitional user interface of Web-based FMS first, and from this, goes a step further, improves as virtual reality environment of FMS on the internet environments by using the feature based modeling technique approach and cartoon rendering. The feature-based modeling technique approach is applied to FMS line which is consist of facilities such as machining center, CNC lathe, autonomous guided vehicle, rail guided vehicle, and various controllers. In this study, the FMS established the intuitional user interface is able to obtain not only the operational convenience but also the enough productivity and significant efficiency.

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A Research of Design and Implementation of Visual Program to Displaying External Factors of Marine Buoy using Quest3D (Quest3D 기반 해상부표 동적안정성의 시각적 표현 프로그램 설계 및 구현에 관한 연구)

  • Lee, Seo-Jeong;Lee, Jae-Wook;Gug, Seung-Gi
    • Journal of Navigation and Port Research
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    • v.36 no.8
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    • pp.599-605
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    • 2012
  • As vessels are faster and bigger, higher safety navigation techniques have been required. In marine traffic area, buoy is to be one of the most important equipment, so that it should be built stable and robust. Verification in design level is good to accomplish it. This paper tries to implement visual program to confirm the external stability, which shows the movement on water by external factors such as wind, tide and current. Considering further requirements for additional influences or functions, design architecture for program introduces the concept of software component. Using Quest3D as the graphic tool, visual programming with software component concept can be implemented.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.

A Development of Automated Design and Structural Analysis Aided-Program based on GUI environment for Aluminum Extrusion Carbody Structures of Railway Vehicle for Design Engineers (설계자를 위한 GUI 환경기반 알루미늄 압출재 철도차량 차체구조물의 자동화 설계 및 구조해석 지원 프로그램 개발)

  • Kim, Jun-Hwan;Kang, Seung-Gu;Shin, Kwang-Bok;Lee, Young-Ju
    • Journal of the Korean Society for Railway
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    • v.15 no.4
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    • pp.323-328
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    • 2012
  • The purpose of this study is to develop automated structural design and analysis aided-program of aluminum extrusion carbody structures for railway vehicle. This developed program is called "AUTO-RAP" and could perform simultaneously structural design and verification for railway carbody structures made of aluminum extrusion independent of expertise and experience of design engineers. Design engineers are able to conduct the knowledge-based design by providing database of existing aluminum extrusion or user-defined function. The design verification is automatically programmed to evaluate its structural integrity according to Korean Railway Safety Law or Urban Transit Safety Law. In addition, this program could automatically generate an executable file of various commercial finite element programs such as ANSYS and ABAQUS and CAD files such as .stp and .iges by GUI environment applications using MFC(Microsoft Foundation Classes). In conclusion, it is expected to contribute to reduce product design cost and time of carbody structures aluminum extrusions in railway industry.

Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.203-211
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    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

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CUDA-based Parallel Bi-Conjugate Gradient Matrix Solver for BioFET Simulation (BioFET 시뮬레이션을 위한 CUDA 기반 병렬 Bi-CG 행렬 해법)

  • Park, Tae-Jung;Woo, Jun-Myung;Kim, Chang-Hun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.90-100
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    • 2011
  • We present a parallel bi-conjugate gradient (Bi-CG) matrix solver for large scale Bio-FET simulations based on recent graphics processing units (GPUs) which can realize a large-scale parallel processing with very low cost. The proposed method is focused on solving the Poisson equation in a parallel way, which requires massive computational resources in not only semiconductor simulation, but also other various fields including computational fluid dynamics and heat transfer simulations. As a result, our solver is around 30 times faster than those with traditional methods based on single core CPU systems in solving the Possion equation in a 3D FDM (Finite Difference Method) scheme. The proposed method is implemented and tested based on NVIDIA's CUDA (Compute Unified Device Architecture) environment which enables general purpose parallel processing in GPUs. Unlike other similar GPU-based approaches which apply usually 32-bit single-precision floating point arithmetics, we use 64-bit double-precision operations for better convergence. Applications on the CUDA platform are rather easy to implement but very hard to get optimized performances. In this regard, we also discuss the optimization strategy of the proposed method.

Development of a Greenhouse Environment Monitoring System using Low-cost Microcontroller and Open-source Software (저비용 개방형 Microcontroller를 사용한 온실 환경 측정 시스템 개발)

  • Cha, Mi-Kyung;Jeon, Youn A;Son, Jung Eek;Chung, Sun-Ok;Cho, Young-Yeol
    • Horticultural Science & Technology
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    • v.34 no.6
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    • pp.860-870
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    • 2016
  • Continuous monitoring of environmental parameters provides farmers with useful information, which can improve the quality and productivity of crops grown in greenhouses. The objective of this study was to develop a greenhouse environment measurement system using a low-cost microcontroller with open-source software. Greenhouse environment parameters measured were air temperature, relative humidity, and carbon dioxide ($CO_2$) concentration. The ranges of the temperature, relative humidity, and $CO_2$ concentration were -40 to $120^{\circ}C$, 0 to 100%, and 0 to 10,000 ppm, respectively. A $128{\times}64$ graphic LCD display was used for real-time monitoring of the greenhouse environments. An Arduino Uno R3 consisted of a USB interface for communicating with a computer, 6 analog inputs, and 14 digital input/output pins. A temperature/relative humidity sensor was connected to digital pins 2 and 3. A $CO_2$ sensor was connected to digital pins 12 and 13. The LCD was connected to digital pin 1 (TX). The sketches were programmed with the Arduino Software (IDE). A measurement system including the Arduino board, sensors, and accessories was developed (totaling $244). Data for the environmental parameters in a venlo-type greenhouse were obtained using this system without any problems. We expect that the low-cost microcontroller using open-source software can be used for monitoring the environments of plastic greenhouses in Korea.