• Title/Summary/Keyword: 3차원 그래픽 모의실험기

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An Implementation of 3D Graphic Accelerator for Phong Shading (퐁 음영법을 위한 3차원 그래픽 가속기의 구현)

  • Lee, Hyung;Park, Youn-Ok;Park, Jong-Won
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.526-534
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    • 2000
  • There have been many researches on the 3D graphic accelerator for high speed by needs of CAD/CAM,3D modeling, virtual reality or medical image. In this paper, an SIMD processor architecture for 3D graphic accelerator is proposed in order to improve the processing time of the 3D graphics, and a parallel Phong shading algorithm is presented to estimate performance of the proposed architecture. The proposed SIMD processor architecture for 3D graphic accelerator consists of PCI local bus interface, 16 Processing Elements (PE's), and Park's multi-access memory system (NAMS) that has 17 memory modules. A serial algorithm for Phong shading is modified for the architecture and the main key is to divide a polygon into $4\times{4}$ squares. And, for processing a square, 4 PE's are regarded as a PE Grou logically. Since MAMS can support block access type with interval 1, it is possible that 4 PE Groups process a square at a time. In consequence, 16 pixels are processed simultaneously. The proposed SIMD processor architecture is simulated by CADENCE Verilog-XL that is a package for the hardware simulation. With the same simulated results as that of the serial algorithm, the speed enhancement by the parallel algorithm to the serial one is 5.68.

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GPU-based Acceleration of Image-based Rendering (GPU를 이용한 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.685-687
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    • 2005
  • 본 논문에서는 깊이 영상기반 3차원 물체(depth image-based 3-D object)의 고속 렌더링 기법을 제안한다. 제안하는 알고리즘은 그래픽 가속기가 지원하는 shader programming 기법을 이용하여 하드웨어 가속을 직접 이용하도록 설계되었다. 또한, 기존의 영상 기반 렌더링의 한계를 극복하여 조명 효과를 표현할 수 있으며 렌더링시 각 화소당 Splat 크기를 하드웨어에서 직접 조절하여 고속 렌더링이 가능하다. 모의 실험결과, 소프트웨어 렌더링 또는 OpenGL 기반의 렌더링에 비해 괄목할 만한 렌더링 속도의 향상이 이루어졌다.

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A Stability Analysis of a Biped Walking Robot about Balancing Weight (이족 보행로봇의 균형추 형태에 따른 안정성 해석)

  • Noh Kyung-Kon;Kim Jin-Geol
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.1
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    • pp.89-96
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    • 2005
  • This paper is concerned with a balancing motion formulation and control of the ZMP (Zero Moment Point) for a biped-walking robot that has a prismatic balancing weight or a revolute balancing weight. The dynamic stability equation of a walking robot which have a prismatic balancing weight is conditionally linear but a walking robot's stability equation with a revolute balancing weight is nonlinear. For a stable gait, stabilization equations of a biped-walking robot are modeled as non-homogeneous second order differential equations for each balancing weight type, and a trajectory of balancing weight can be directly calculated with the FDM (Finite Difference Method) solution of the linearized differential equation. In this paper, the 3dimensional graphic simulator is developed to get and calculate the desired ZMP and the actual ZMP. The operating program is developed for a real biped-walking robot IWRⅢ. Walking of 4 steps will be simulated and experimented with a real biped-walking robot. This balancing system will be applied to a biped humanoid robot, which consist legs and upper body, as a future work.