• Title/Summary/Keyword: 텍스처

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OpenGL ES 1.1 Implementation Using OpenGL (OpenGL을 이용한 OpenGL ES 1.1 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.159-168
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    • 2009
  • In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.

Gelling Characteristics of 7S and 11S Soybean Proteins and its Relation to the Texture of Soybean Curds and Cheeses (대두단백 11S와 7S 분획의 젤 형성 특성 및 이틀 이용한 커드와 치즈의 텍스쳐에 관한 연구)

  • Lee, Kyong-Won;Park, Eun-Soon;Yoon, Sun
    • Korean Journal of Food Science and Technology
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    • v.21 no.3
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    • pp.338-344
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    • 1989
  • This study was conducted to investigate the mechanism involved with gelation of soybean proteins, 7S and 11S. For the preparations of soybean gels, calsium coagulation and isoelectric point precipitation through the lactic acid fermentation were employed. The textural properties and microstructure of soybean curds were examined by Instron Universal Testing Machine and Scanning Electron Microscope(SEM), respectively. Soybean cheeses were also prepared from soyprotein curds. The characteristics of prepared soybean cheeses were studied by Instron and Sensory evaluation. Microstructure of soybean curds demonstrated by SEM differed markely, postulating that molecular interaction occured in the curds varied with type of protein and coagulative conditions. Textural parameter measured by Instron demonstrated that the curds and the cheeses made through lactic acid fermentation showed higher values in hardness, gumminess and chewiness than those coagulated with $CaCl_2$ 11S PRF could give the curds with higher values in hardness, cohesiveness, springiness, gumminess and chewiness than SPI and 7S PRF Sensory evaluation results showed that soybean cheese made from 11S PRF scored higher values in taste, chewiness, and hardness. However, panels preferred soybean cheese prepared from SPI in color, chewiness and brittleness.

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Development of 3D Terrain Tools which Improves a Picking Speed using Cross Detection (교차검출을 이용하여 Picking 속도를 향상시킨 3D 지형 툴의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.78-85
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    • 2012
  • This paper proposes an efficient algorithm to develop a 3D terrain tools which is essential in the development of 3D computer games. In particular, this paper proposes a cross detection technique to improve picking speed. In other words, this paper proposes a more efficient cross detection technique consisting of a ray and a parallelogram than a cross detection technique consisting of a ray and a triangle. So, we can confirm the faster picking speed. This paper uses a picking example among DirectX SDK samples to test it. In addition, this paper compares the number of function calls for cross detection using the existing techniques and the proposed technique. As a result, in this paper the proposed technique has fallen off to about a 50 percent than the existing techniques. And if it is calculated by times, in this paper the proposed technique was reduced to 1 to 2 seconds than the existing techniques. Additionally, in this paper 3D terrain tools are provide more improved algorithms for features such as texture splatting, height map control, object arrangement and realistic water effect. So, 3D terrain tools is available efficient in the development of real 3d computer games.

Physicochemical Properties of Oxidized Rice Flour and Effects of Added Oxidized Rice Flour on the Textural Properties of Julpyun(Korean traditional rice cake) during Storage (TEMPO를 이용하여 산화시킨 쌀가루의 이화학적 특성 및 산화 쌀가루를 첨가한 절편의 저장 중 텍스처 특성)

  • Kim, Moon-Soo;Suh, Dong-Soon;Chang, Pahn-Shick;Kim, Kwang-Ok
    • Korean Journal of Food Science and Technology
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    • v.33 no.2
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    • pp.209-215
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    • 2001
  • This study was conducted to examine the effects of 2,2,6,6-tetramethyl-1-piperidine oxoammonium ion(TEMPO) and sodium bromide(NaBr) for the selective oxidation on primary alcohol groups of rice starch molecules in rice flour and to use oxidized rice flour in Julpyun to extend its shelf life. Reaction time decreased with higher levels of TEMPO and NaBr. Yield and selectivity decreased with increased NaBr levels. TEMPO increased yield until certain levels, but decreased thereafter. The levels of TEMPO and NaBr for the preparation of oxidized rice flour were determined as 0.9 and 44 mM/100 mM anhydroglucose unit, respectively. Water and oil binding capacities, and viscosity increased significantly by the oxidation of rice flour. The partial replacement of rice flour with oxidized rice flour increased peak viscosity and decreased setback. Oxidized rice flour with the increased amount of water showed positive effect on the textural properties of Julpyun during storage.

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Texture Properties of a Korean Rice Cake (Karedduk) with Addition of Carbohydrate Materials (당류 물질 첨가 가래떡의 텍스처 특성)

  • Kim, Sang-Sook;Chung, Hae-Young
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.36 no.9
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    • pp.1205-1210
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    • 2007
  • Texture properties of a Korean rice cake (Karedduk) added with carbohydrate materials after 0, 2, 6, 24 and 30 hrs of storage at $5^{\circ}C$ were investigated using textural characteristics and sensory descriptive analysis. Carbohydrate materials such as powdered sugar, trehalose, fructooligosaccharide (95%), isomalto, healtholigo, and galactooligosaccharide (50%) were added in 0, 1, 5 and 10% levels to dry rice flour. The texture profile analysis by Texture Analyzer revealed that adhesiveness and cohesiveness of the Korean rice cake (Karedduk) added with carbohydrate materials were similar to those of the control in trends, while hardness was low compared to the control except for fructooligosaccharide (95%) 5% and healtholigo 1% addition. The hardness and sweetness by sensory characteristics were significantly different compared to the control. Instrumental hardness was correlated with sensory hardness. Lastly, the Korean rice cake (Karedduk) added with carbohydrate materials except fructooligosaccharide (95%) 5% and healtholigo 1% addition was effective in delaying retrogradation.

Evaluation of Clustered Building Solid Model Automatic Generation Technique and Model Editing Function Based on Point Cloud Data (포인트 클라우드 데이터 기반 군집형 건물 솔리드 모델 자동 생성 기법과 모델 편집 기능 평가)

  • Kim, Han-gyeol;Lim, Pyung-Chae;Hwang, Yunhyuk;Kim, Dong Ha;Kim, Taejung;Rhee, Sooahm
    • Korean Journal of Remote Sensing
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    • v.37 no.6_1
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    • pp.1527-1543
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    • 2021
  • In this paper, we explore the applicability and utility of a technology that generating clustered solid building models based on point cloud automatically by applying it to various data. In order to improve the quality of the model of insufficient quality due to the limitations of the automatic building modeling technology, we develop the building shape modification and texture correction technology and confirmed the resultsthrough experiments. In order to explore the applicability of automatic building model generation technology, we experimented using point cloud and LiDAR (Light Detection and Ranging) data generated based on UAV, and applied building shape modification and texture correction technology to the automatically generated building model. Then, experiments were performed to improve the quality of the model. Through this, the applicability of the point cloud data-based automatic clustered solid building model generation technology and the effectiveness of the model quality improvement technology were confirmed. Compared to the existing building modeling technology, our technology greatly reduces costs such as manpower and time and is expected to have strengths in the management of modeling results.

Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics (사진측량과 컴퓨터 그래픽의 결합을 통한 실제 물체의 사실적인 3D 에셋 재건)

  • Yan, Yong
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.147-161
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    • 2021
  • Through photogrammetry techniques, what current researches can achieve at present is rough 3D mesh and color map of objects, rather than usable photo-realistic 3D assets. This research aims to propose a new method to create photo-realistic 3D assets that can be used in the field of visualization applications. The new method combines photogrammetry with computer graphics modeling. Through the description of the production process of three objects in the real world - "Bullet Box", "Gun" and "Metal Beverage Bottle," it introduces in details the concept, functions, operating skills and software packages used in the steps including the photograph object, white balance, reconstruction, cleanup reconstruction, retopology, UV unwrapping, projection, texture baking, De-Lighting and Create Material Maps. In order to increase the flexibility of the method, alternatives to the software packages are also recommended for each step. In this research, 3D assets are produced that are accurate in shape, correct in color, easy to render and can be physically interacted with dynamic lighting in texture. The new method can obtain more realistic visual effects at a faster speed. It does not require large-scale teams, expensive equipment and software packages, therefore it is suitable for small studios and independent artists and educational institutions.

Development of an Immersive Virtual Reality-Based Bathroom Self-Remodeling System

  • Mi-Young Song
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.63-72
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    • 2024
  • The size of the home interior market is growing rapidly as interest in interiors and self-interiors has increased due to the recent rapid increase in single-person households. Most of the Bathroom remodeling is done by requesting an offline interior contractor and then visually checking it in the final completion stage, so it is not easy to re-construct even if the customer is dissatisfied. Therefore, this study developed an immersive virtual reality-based Bathroom self-remodeling system that can visually check space and design from the design stage to the final stage by incorporating VR technology to feel realistic in virtual reality. The bathroom structure may select the basic structure of the predefined bathroom space or freely set the size of the bathroom space. For furniture items, you can choose the washbasin, toilet, bathtub, shower booth that are essential elements of the bathroom and others(mounting rack, trash bin, handle). The tile texture may change the texture of the selected tile at a desired wall position by selecting various textures. In particular,, the texture of the wall tile can be varied by selecting horizontal, vertical and inclined directions at the desired angle according to the needs of the user and the contractor. As a future research project, this system will enable indoor sharing between users who are physically far away in real-time, allowing direct experience in virtual spaces, connection to purchases, and request estimates.

An Efficient Real-time Rendering Method for Compressed Terrain Dataset with Wavelet Transform (웨이블릿 변환으로 압축된 지형 데이터의 효율적인 실시간 렌더링 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.45-52
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    • 2014
  • We cannot load the entire data for high-resolution terrain model to the GPU memory since its size is too big. Out-of-core approaches are commonly used to solve the problem. However, due to limited bandwidth of the secondary storage, it is difficult to render the terrain in real-time. A method that compresses the DEM data with wavelet transform on GPU, and renders the decoded data is suggested. However, it is inefficient since it has to sample the values from textures, convert them to vertices, and generate a mesh periodically. We propose a method to store the approximation coefficients of wavelet compression as vertex attributes and render the terrain by decoding the data on geometric shader. It can reduce the amount of transferring terrain texture since approximation coefficients are given as an attribute of the vertex. Also, it generate meshes without additional upload of terrain texture.

Contactless Palmprint Recognition Based on the KLT Feature Points (KLT 특징점에 기반한 비접촉 장문인식)

  • Kim, Min-Ki
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.11
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    • pp.495-502
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    • 2014
  • An effective solution to the variation on scale and rotation is required to recognize contactless palmprint. In this study, we firstly minimize the variation by extracting a region of interest(ROI) according to the size and orientation of hand and normalizing the ROI. This paper proposes a contactless palmprint recognition method based on KLT(Kanade-Lukas-Tomasi) feature points. To detect corresponding feature points, texture in local regions around KLT feature points are compared. Then, we recognize palmprint by measuring the similarity among displacement vectors which represent the size and direction of displacement of each pair of corresponding feature points. An experimental results using CASIA public database show that the proposed method is effective in contactless palmprint recognition. Especially, we can get the performance of exceeding 99% correct identification rate using multiple Gabor filters.