• Title/Summary/Keyword: 3D Graphics Processing

Search Result 172, Processing Time 0.026 seconds

Measurement of minimum line width of an object fabricated by metal 3D printer using powder bed fusion type with stainless steal powder (스테인리스강을 사용한 분말 적층 용융 방식의 금속 3차원 프린터에서 제작된 물체의 최소 선폭 측정)

  • Son, BongKuk;Jeong, Youn Hong;Jo, Jae Heung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.19 no.10
    • /
    • pp.346-351
    • /
    • 2018
  • Metal three-dimensional (3D) printing technologies are mainly classified as powder bed fusion (PBF) and direct energy deposition (DED) methods according to the method of application of a laser beam to metallic powder. The DED method can be used to fabricate fine and hard 3D metallic structures by applying a strong laser beam to a thin layer of metallic powder. The PBF method involves slicing 3D graphics to be a certain height, laminating metal powders, and making a 3D structure using a laser. While the DED method has advantages such as laser cladding and metallic welding, it causes problems with low density when 3D shapes are created. The PBF method was introduced to address the structural density issues in the DED method and makes it easier to produce relatively dense 3D structures. In this paper, thin lines were produced by using PBF 3D printers with stainless-steel powder of roughly $30{\mu}m$ in diameter with a galvano scanner and fiber-transferred Nd:YAG laser beam. Experiments were carried out to find the optimal conditions for the width of a line depending on the processing times, laser power, spot size, and scan speed. The optimal conditions were two scanning processes in one line structure with a laser power of 30 W, spot size of $28.7{\mu}m$, and scan speed of 200 mm/s. With these conditions, a minimum width of about $85.3{\mu}m$ was obtained.

An Analytical Model for Performance Prediction of AES on GPU Architecture (GPU 아키텍처의 AES 암호화 성능 예측 분석 모델)

  • Kim, Kyuwoon;Kim, Hyunwoo;Kim, Huijeong;Huh, Taeyoung;Jung, Sanghyuk;Song, Yong Ho
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.50 no.4
    • /
    • pp.89-96
    • /
    • 2013
  • The graphic processor unit (GPU) has been developed to process not only graphic data but also general system data. It shows a better performance than CPU in algorithm for 3D graphics and parallel program. In order to execute algorithm for CPU on GPU, we should understand about GPU architectures and rewrite program considering parallel processing capability and new memory model of GPU. For this reasons, a performance prediction model for the algorithm and its predicted performance through GPU system are required. These can predict problems in GPU application development or construct a performance evaluation standard for GPU. In this paper, we applied the AES encryption algorithms on our performance model and accomplished performance prediction with high accuracy under a heavy workload.

Development of CNC controller based on i80486 and 32bit DSP chip (i80486과 32비트 DSP를 사용한 CNC 제어기의 개발)

  • Kim, Dong-Il;Song, Jin-Il;Kim, Sung-Kwan;Lee, Choong-Hwan;Lee, Yun-Suk;Kang, Moon;Na, Sang-Keun;Lim, Yong-Gyu;Nam, Ki-Jun
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1992.10a
    • /
    • pp.537-540
    • /
    • 1992
  • This paper presents Samsung CNC (Computer Numerical Controller) system with an intel 80486/487 as the main CPU and a 32 bit floating point DSP(Digital Signal Processor) TMS320C30 as the motion control CPU. The Samsung CNC system diverse user-frienly characteristics such as multi-tasking, powerful menu system, internal PLC system, and 2/3 dimensional graphics in wire and solid mode. The main CPU executes central processing program, user interface program, interpreter, BMI, etc while the motion control CPU carries out some interpolations, acceleration/deceleration, and PID control algorithm with feedforward terms. Complex interpolations except linear and circular ones are performed on the main control CPU. The experimental results for the circular interpolation under linear acceleration/deceleration shows that the proposed CNC system can be widely used in controlling machining centers with good machining accuracy.

  • PDF

Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
    • /
    • v.15B no.5
    • /
    • pp.421-434
    • /
    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

A Mesh Partitioning Using Adaptive Vertex Clustering (적응형 정점 군집화를 이용한 메쉬 분할)

  • Kim, Dae-Young;Kim, Jong-Won;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
    • /
    • v.15 no.3
    • /
    • pp.19-26
    • /
    • 2009
  • In this paper, a new adaptive vertex clustering using a KD-tree is presented for 3D mesh partitioning. A vertex clustering is used to divide a huge 3D mesh into several partitions for various mesh processing. An octree-based clustering and K-means clustering are currently leading techniques. However, the octree-based methods practice uniform space divisions and so each partitioned mesh has non-uniformly distributed number of vertices and the difference in its size. The K-means clustering produces uniformly partitioned meshes but takes much time due to many repetitions and optimizations. Therefore, we propose to use a KD-tree to efficiently partition meshes with uniform number of vertices. The bounding box region of the given mesh is adaptively subdivided according to the number of vertices included and dynamically determined axis. As a result, the partitioned meshes have a property of compactness with uniformly distributed vertices.

  • PDF

An Effective Parallel Implementation of Sound Synthesis of Guitar using GPU (GPU를 이용한 기타의 음 합성을 위한 효과적인 병렬 구현)

  • Kang, Sung-Mo;Kim, Jong-Myon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.8
    • /
    • pp.1-8
    • /
    • 2013
  • This paper proposes an effective parallel implementation of a physical modeling synthesis of guitar on the GPU environment. We used appropriate filter coefficients and adjusted the length of delay line for each open string to generate 44,100 six-polyphonic guitar sounds (E2, A2, D3, G4, B3, E4) by using physical modeling synthesis. In addition, we analyzed the physical modeling synthesis algorithm and observed that we can exploit parallelism inherent in the length of delay line. Thus, we assigned CUDA cores as many as the length of delay line and effectively implemented the physical modeling synthesis using GPU to achieve the highest performance. Experimental results indicated that synthetic guitar sounds using GPU were very similar to the original sounds when we compared their spectra. In addition, GPU achieved 68x and 3x better performance than high-performance TI DSP and CPU, respectively. Furthermore, this paper implemented and evaluated the performance of multi-GPU systems for the physical modeling algorithm.

The Design and Implementation of Web Agents for vCard Service in Mobile Enviromnent (모바일 환경에서 vCard 서비스를 위한 웹 에이전트의 설계 및 구현)

  • Yun, Se-Mi;Jo, Ik-Seong
    • The KIPS Transactions:PartD
    • /
    • v.9D no.3
    • /
    • pp.477-486
    • /
    • 2002
  • vCard that is the electronic business card automates the exchange of personal information typically found on a traditional business card. vCard information contains not only simple text, but also graphics and multimedia data like pictures, company logos, Web addresses, and so on. This paper describes the design and implementation of Web-based vCard agent system for exchanging vCard, an electronic business card and searching another user's vCard in mobile phone environment. In today's business environment, such as that this information is typically exchanged on business cards. Our web agent system in this paper connect web server which provide vCard service and search, edit vCard information displayed by web browser of mobile phone and exchange vCard with another user through internet. Considering characteristics of wireless devices that have limited storage space, It also saves constructed XML documents that include user's informations in a web server and solves the security problem by exchanging not personal data or XML but encrypted directory name where XML document exits as exchanging vcard.

FTFM: An Object Linkage Model for Virtual Reality (가상현실을 위한 객체 연결 모델)

  • Ju, U-Seok;Choe, Seong-Un;Park, Gyeong-Hui;Lee, Hui-Seung
    • The Transactions of the Korea Information Processing Society
    • /
    • v.3 no.1
    • /
    • pp.95-106
    • /
    • 1996
  • The most fundamental difference between general three dimensional computer graphics technology and virtual reality technology lies in the degree of realism as we feel, and thus the virtual reality method heavily relies on such tolls as data gloves, 3D auditory system to enhance human perception and recognition. Although these tolls are valid for such purpose, more essential ingredient. This paper provides further realism by modeling active interactions between the objects inside scenes. For this purpose, this paper proposes and implements a field model where the virtual reality space is treated as a physical field defined on the characteristic radius of stimulus and sense corresponding to the individual object. In the field model, the rule of cause and effect as an essential feature of the realism can be interpreted simply as an energy exchange between objects and consequently, variation on the radius information together with behavioral logic alone can build the virtual environment where each object can react to other objects actively and controllably.

  • PDF

InterCom : Design and Implementation of an Agent-based Internet Computing Environment (InterCom : 에이전트 기반 인터넷 컴퓨팅 환경 설계 및 구현)

  • Kim, Myung-Ho;Park, Kweon
    • The KIPS Transactions:PartA
    • /
    • v.8A no.3
    • /
    • pp.235-244
    • /
    • 2001
  • Development of network and computer technology results in many studies to use physically distributed computers as a single resource. Generally, these studies have focused on developing environments based on message passing. These environments are mainly used to solve problems for scientific computation and process in parallel suing inside parallelism of the given problems. Therefore, these environments provide high parallelism generally, while it is difficult to program and use as well as it is required to have user accounts in the distributed computers. If a given problem is divided into completely independent subproblems, more efficient environment can be provided. We can find these problems in bio-informatics, 3D animatin, graphics, and etc., so the development of new environment for these problems can be considered to be very important. Therefore, we suggest new environment called InterCom based on a proxy computing, which can solve these problems efficiently, and explain the implementation of this environment. This environment consists of agent, server, and client. Merits of this environment are easy programing, no need of user accounts in the distributed computers, and easiness by compiling distributed code automatically.

  • PDF

Development of Korean Sign Language Generation System using TV Caption Signal (TV 자막 신호를 이용한 한글 수화 발생 시스템의 개발)

  • Kim, Dae-Jin;Kim, Jung-Bae;Jang, Won;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.39 no.5
    • /
    • pp.32-44
    • /
    • 2002
  • In this paper, we propose TV caption-based KSL(Korean Sign Language) generation system. Through TV caption decoder, this caption signal is transmitted to PC. Next, caption signal is segmented into meaning units by morphological analyzer in considering specific characteristics of Korean sign language. Finally, 3D KSL generation system represents the transformed morphological information by 3D visual graphics. Specifically, we propose a morphological analyzer with many pre-processing techniques for real-time capability. Our developed system is applied to real TV caption program. Through usage of the deaf, we conclude that our system is sufficiently usable compared to conventional TV caption program.