• Title/Summary/Keyword: 3D Graphic

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3D Holographic Image Recognition by Using Graphic Processing Unit

  • Lee, Jeong-A;Moon, In-Kyu;Liu, Hailing;Yi, Faliu
    • Journal of the Optical Society of Korea
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    • v.15 no.3
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    • pp.264-271
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    • 2011
  • In this paper we examine and compare the computational speeds of three-dimensional (3D) object recognition by use of digital holography based on central unit processing (CPU) and graphic processing unit (GPU) computing. The holographic fringe pattern of a 3D object is obtained using an in-line interferometry setup. The Fourier matched filters are applied to the complex image reconstructed from the holographic fringe pattern using a GPU chip for real-time 3D object recognition. It is shown that the computational speed of the 3D object recognition using GPU computing is significantly faster than that of the CPU computing. To the best of our knowledge, this is the first report on comparisons of the calculation time of the 3D object recognition based on the digital holography with CPU vs GPU computing.

An Efficient On-line Software Service based on Application Customized Graphic Offloading Library (응용 맞춤형 그래픽 분할 실행 라이브러리에 기반한 효율적인 온라인 소프트웨어 서비스)

  • Choi, WonHyuk;Kim, Won-Young
    • Journal of Internet Computing and Services
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    • v.16 no.5
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    • pp.49-57
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    • 2015
  • In this Paper, we introduce an efficient on-line software service using an application customized graphic offloading library. The software service based on graphic offloading provides high-end software, like a 3D graphic design tool, as an on-line software service through using a client graphic rendering. When software is executed on server, its graphic works are handled by a client's GPU, while its data works are handled by a server's CPU. To improve the performance, we apply an asynchronous transmission channel scheme to our developed basic graphic offloading engine. Also, we add optimized common module and application specific module to our engine. To do that, we introduce how to implement the application specific module using analyzing patterns of graphic related APIs and messages that are generated by an executed software process. Also, we propose how to design the optimized common module using server side information caching. Finally, through the performance comparison experiment, we show that improved offloading engine has the better performance than old basic offloading engine.

Low polygon game character modeling and Character Primitives manufacture (로우폴리곤 게임 캐릭터 모델링 및 Character Primitives 제작)

  • Kang, Sung-Jung;Kim, Sang-Jin;Lee, Seung-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.573-582
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    • 2006
  • The game is in progress according to the game story with the text, graphic, animation, motion picture, music, etc. Also the result of the game varies depending on the strategy and tactics of the player. For the development of the game, this paper describes the task of the game planner, game programmer, and game graphic designer. Game graphic designers are classified into 4 parts such as the art director, original picture designer, 2D designer, and 3D designer. Among these, the 3D designer makes the 3D game characters with the use of 3D tools. This paper presents the method that 3D designers and beginners can develop 3D characters easily and quickly, Also, this paper shows the method for making preparations of SourceModel which includes 150 polygons. The SourceModel is made up of between five life size and eight life size. In addition, Character Primitives Interface is made to use SourceModel in MaxScript. Accordingly 3D designers have the free use of SourceModel and they will be able to save time.

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An Efficient Skinned-Mesh Process For Mobile 3D Game Engine (모바일 3D 게임 엔진을 위한 효율적인 스킨드 메시 처리)

  • Cho, Jong-Keun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.87-93
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    • 2008
  • The game engine has executed an application after making a mobile 3D game engine which is based on mobile 3D standard graphic API using openGL-ES so far. But, We could not do it satisfactorily that contents compatibility of various types as a various low-level's function is supported. At this point, This study introduce a mobile 3D game engine which is based on mobile 3D standard graphic API using JSR-184 that supporting a high-level's API more than openGL-ES and optimizing to Java environment on J2ME in the center of GSM phone. Also, We shows that the proposed skinned-mesh scheme for enhancing the process speed of a 3D object on JSR-184 engine. The experimental results are shown.

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A Study on the Applications and Algorithm of 3-Dimensional animation Tool for the full color Display Panel (표시장치용 3차원 동화상 TOOL의 응용 및 알고리즘에 관한 연구)

  • 황광철;최경돈;안형근;한득영
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2000.07a
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    • pp.294-298
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    • 2000
  • As the LED or LCD technology has been developed, if we use LED or LCD pannel, more wide color range coluld be obtained as CRT monitor. Specially, full color LED display is developed by high brightness blue LED. It can be applicable to display pannel with a long-life, wide visible angle and high brightness. A display pannel shows the images of CRT monitor performed by the main computer. Graphic application in the main computer is therefore more important in the market. Conventional 3D STUDIO, one of graphic softwares, has difficulties in manipulating and understanding the specific terminology so that one may need more time to learn it. We, therefore, developed graphic application which can recycle the conventional 3D images by creating or editing the image easily.

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Development of 3D Off-line Simulator for Industrial Robots (산업용 로봇의 3차원 오프라인 시뮬레이터 개발)

  • 김홍래;신행봉;한성현
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.1731-1734
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    • 2003
  • We propose a unmaned integrating control system based-on Windows XP version Off-Line Programming System which can simulate a Robot model in 3D Graphics space in this paper. The robot with 4 and 6 axes modeled SM5 and AM1 respectively were adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed off-line program. The interface between users and the off-line programming system in the Windows XP's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by silicon Graphics, Inc. were utilized for 3D Graphics.

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Development of a Simulator for Moving Capability Estimation of Track Vehicle (궤도 차량의 기동성능 예측 시뮬레이터 개발)

  • 서운학
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1998.03a
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    • pp.65-70
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    • 1998
  • In this paper, we developed a Windows 95 version off-line programming system which can simulate a track vehicle model in 30 graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows 95's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc were utilized for 3D Graphics.

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Development of a Estimation Simulator and Dynamic Modeling for Moving Capability of Track Vehicle

  • Jeong, Dong-Yeun;Kim, Sung-Il;Han, Sung-Hyun;Lee, Kyung-Sik;Kim, Yong-Tae
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.69.4-69
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    • 2001
  • In this paper, we developed a Windows 98 version of off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows 98´s graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D Graphics.

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Development of Torque Monitoring System of Induction Spindle Motor using Graphic-programming (Graphic-programming 을 이용한 주축용 유도전동기의 토크감시시스템 개발)

  • Lee, In-Hwan;Kwon, Won-Tae
    • Journal of the Korean Society for Precision Engineering
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    • v.18 no.10
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    • pp.184-193
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    • 2001
  • In vector control technique, stator currents of an induction motor are transformed to equivalent d-q currents in a reference frame consist of d and q axis, each of which is coincide with flux and torque direction respectively. Since the current in q-axis is related to the torque in a synchronously rotating frame, torque is estimated as a function of q-axis current and flux. In this paper, a method to estimate torque of an induction motor based on the measurement of 3-phase currents and rotating velocity of a rotor is presented. Graphic-programming is used to measure signals, to estimate the torque and to show the result in the form of user friendly graph in window environment. To stabilize the fluctuation of estimated torque caused from the small measurement error of the rotor velocity, the stator current is reconstructed in a program based on measured signals. The experimental results executed under the velocity of 500 rpm, 1500 rpm without load and 1500 rpm with load show that the proposed method estimates the torque very well.

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Development of a 3D Off-Line Graphic Simulator for Industrial Robot (산업용 로봇의 3차원 오프라인 그래픽 시뮬레이터 개발)

  • 장영희;한성현;이만형
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.10 no.3
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    • pp.19-25
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    • 2001
  • In this paper, we developed a Windows 98 version Off-Line Programming System which can simulate a Robot model in 3D Graphics space. 4 axes SCARA Robot (especially FARA SM5) was adopted as an objective model. Forward kinemat-ics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the OLP system in the Windows 98s GUI environment was also studied. The developing is Microsoft Visual C++. Graphic libraries, OpernGL, by silicon Graphics, Inc. were utilized for 3D Graphics.

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