• Title/Summary/Keyword: 상세단계선별

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GPU-based Adaptive LOD control for Quadtree-Based Terrain Rendering (사진트리 기반 지형렌더링을 위한 GPU기반의 적응형 상세단계 조정 방법)

  • Choi, In-Ji;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.61-68
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    • 2008
  • Quadtree-based terrain visualization methods have been used in a lot of applications. However, because most procedures are performed on the CPU, the rendering speed is slow in comparison to methods using GPU. In this paper, we present a quadtree-based terrain visualization method working on the GPU with specially designed data structure, error-texture and LOD-texture, and block-based acceleration method. In preprocessing step, we calculate errors in world space and store them to error-texture. In rendering step, we examine projected errors of error-texture and choose the detail level, then store the projected errors to LOD-texture. View frustum culling is performed as block unit using the values of error-texture and LOD-texture. This method reduces CPU load and performs time consuming jobs such as LOD selection and view frustum culling.

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An Acceleration Technique of Terrain Rendering using GPU-based Chunk LOD (GPU 기반의 묶음 LOD 기법을 이용한 지형 렌더링의 가속화 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.69-76
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    • 2014
  • It is hard to represent massive terrain data in real-time even using recent graphics hardware. In order to process massive terrain data, mesh simplification method such as continuous Level-of-Detail is commonly used. However, existing GPU-based methods using quad-tree structure such as geometry splitting, produce lots of vertices to traverse the quad-tree and retransmit those vertices back to the GPU in each tree traversal. Also they have disadvantage of increase of tree size since they construct the tree structure using texture. To solve the problem, we proposed GPU-base chunked LOD technique for real-time terrain rendering. We restrict depth of tree search and generate chunks with tessellator in GPU. By using our method, we can efficiently render the terrain by generating the chunks on GPU and reduce the computing time for tree traversal.

User Review Selection Method using Kano Model in Application Market (어플리케이션 마켓에서 카노 모델을 이용한 사용자 리뷰 선별 방법)

  • Kim, Neunghoe
    • Journal of Industrial Convergence
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    • v.18 no.2
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    • pp.95-100
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    • 2020
  • Among the customer-oriented data used to comprehend the customer, the user review data has received much attention as it provides insights into customer opinion in a detailed and large-scale manner; many customers have come to rely upon and trust the user reviews. Many application developers are cognizant of the importance of user reviews, so they monitor and respond to these reviews. However, due to the absence of a systematic method, developers have been investing their time and money without clear correlation to the customer satisfaction. Therefore, this paper suggests a systematic method to select user reviews from the application market using the Kano Model that deals with customer satisfaction and service quality, thereby maximizing the customer satisfaction under the given time period and budget. This method is constructed in the following phases: the user review collection and requirement elicitation phase in which the developers collect user reviews from the application market and elicit requirements, the Kano Model application and selection phase in which the Kano Model is applied to the elicited requirements and selection occurs based on the quality type, and the stakeholder review and redefinition phase in which relevant personnel gather to review and redefine requirements from an internal perspective.

Risk Screening of a BTX Plant Using FEDI Method (화재폭발손실지수법을 이용한 BTX 공장의 위험선별)

  • Kim Yong-Ha;Kim In-Tae;Kim In-Won;Kim Ku-Hwoi;Yoon En-Sup
    • Fire Science and Engineering
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    • v.19 no.1 s.57
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    • pp.20-28
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    • 2005
  • Major petrochemical companies in the USA and the EU map out the strategies step-by-step hazard evaluation for the efficient risk management. They adopted the risk screening methods, such as Dow fire & explosion index, as a preliminary phase to execute detailed evaluation such as QRA (Quantitative Risk Assessment). In this study, The FEDI (Fire & Explosion Damage Index), which a kind of risk screening method proposed by Khan and Abbasi, was applied to the BTX plant in Korea. We showed that the FEDI can be effectively used to classify the hazard potential by comparison of the result from the FEDI and the result from QRA. And we showed that the characteristics and the quantities of chemical are the factors which have a largest effect on fire and explosion by executing relative sensitivity analysis of the FEDI. In conclusion, if the FEDI was applied as a preliminary phase of HAZOP, more efficient hazard evaluation can be possible.

Quadtree-based Terrain Visualization Using Vertex Multiplication (정점증식을 이용한 사진트리 기반 지형 시각화 기법)

  • Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.27-33
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    • 2009
  • In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level-of-detail selection and view frustum culling. However, most applications using quadtrees are performed by the CPU, since the hierarchical data structure cannot be manipulated in a programmable rendering pipeline. For this reason, quadtree-based methods show lower performance and higher dependancy of CPU in comparison to GPU-based methods. We present a quadtree-based terrain-rendering method for GPU execution that uses vertex multiplication. It offers higher performance than previous CPU-based quadtree methods, without loss of image quality.

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A Framework of Recognition and Tracking for Underwater Objects based on Sonar Images : Part 2. Design and Implementation of Realtime Framework using Probabilistic Candidate Selection (소나 영상 기반의 수중 물체 인식과 추종을 위한 구조 : Part 2. 확률적 후보 선택을 통한 실시간 프레임워크의 설계 및 구현)

  • Lee, Yeongjun;Kim, Tae Gyun;Lee, Jihong;Choi, Hyun-Taek
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.3
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    • pp.164-173
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    • 2014
  • In underwater robotics, vision would be a key element for recognition in underwater environments. However, due to turbidity an underwater optical camera is rarely available. An underwater imaging sonar, as an alternative, delivers low quality sonar images which are not stable and accurate enough to find out natural objects by image processing. For this, artificial landmarks based on the characteristics of ultrasonic waves and their recognition method by a shape matrix transformation were proposed and were proven in Part 1. But, this is not working properly in undulating and dynamically noisy sea-bottom. To solve this, we propose a framework providing a selection phase of likelihood candidates, a selection phase for final candidates, recognition phase and tracking phase in sequence images, where a particle filter based selection mechanism to eliminate fake candidates and a mean shift based tracking algorithm are also proposed. All 4 steps are running in parallel and real-time processing. The proposed framework is flexible to add and to modify internal algorithms. A pool test and sea trial are carried out to prove the performance, and detail analysis of experimental results are done. Information is obtained from tracking phase such as relative distance, bearing will be expected to be used for control and navigation of underwater robots.