• Title/Summary/Keyword: 3D Graphics Processing

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3D graphics processor architecture based on multistreaming (다중스트리밍을 이용한 3차원 그래픽 프로세서 구조)

  • 박용진;이동호
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.34C no.9
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    • pp.10-21
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    • 1997
  • In this paper, we propose multiple instruction issuable multi-streaming as a processor architecture for 3D graphics processor. Multistreaming can eliminate inteferences within concurrently executing instructions inthe pipelined processor to allow enough parallelism for parallel processing. Through cycle level simulation study, we show that the proposed architecture outperforms a conventional RISC processor, MIPS R3000 by three times with reasonable resource overheads. Multiple instruction issuable multistreaming processor will be a bood architecture for instruction processor when a large number of threads are guaranteed.

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A Design of Floating-Point Geometry Processor for Embedded 3D Graphics Acceleration (내장형 3D 그래픽 가속을 위한 부동소수점 Geometry 프로세서 설계)

  • Nam Ki hun;Ha Jin Seok;Kwak Jae Chang;Lee Kwang Youb
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.2 s.344
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    • pp.24-33
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    • 2006
  • The effective geometry processing IP architecture for mobile SoC that has real time 3D graphics acceleration performance in mobile information system is proposed. Base on the proposed IP architecture, we design the floating point arithmetic unit needed in geometry process and the floating point geometry processor supporting the 3D graphic international standard OpenGL-ES. The geometry processor is implemented by 160k gate area in a Xilinx-Vertex FPGA and we measure the performance of geometry processor using the actual 3D graphic data at 80MHz frequency environment The experiment result shows 1.5M polygons/sec processing performance. The power consumption is measured to 83.6mW at Hynix 0.25um CMOS@50MHz.

A Study on 4D Special Effect Graphics Content Development Creative Processing and Preproduction Design : base on Special Effect Graphics of 'Namsadang' Character Preproduction Report in An-Sung (4D 특수영상에서의 캐릭터 개발과정 제작 공동 작품 연구 - 안성 특수 영상 남사당패 Pre-Production 작품 개발을 기반으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.153-168
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    • 2015
  • In Kyung-GI DO, An-sung, Each local autonomous entity developed the character design to inform the public relations and revitalize local economy and culture. consequently, These have got benefits with marketing local speciality related to their an-sung character; we call it name is arum, pung-mul, duck-bugi who korea traditional face characters. On the contrary, Most of old characters which have been fallen off their formative qualities became a reason that unfit (4D,3D) special film at local doom movie theater. This thesis aims to study on the character of 'namsadang' group what have been produced in ansung-si, that the show up to people about an-sung 4D Contents what local actually character and to make it more competitive through 3D,4D spacial character project developing process. It is need for new various characters, that (3D,4D-VFX) -Graphics of new an-sung'namsadang' group. that will be total different and new development. total VFX; 4-Dimantion visual graphics released in next an-sung local festival, Business prospects are bright and receiving benefits are increasing. As seen in the case of the character of in 2015, it can be a measure to earn benefits as a higher value-added business if it is managed in the local autonomous entities. In this thesis, I propose what the of character in the local special graphics; VFX style characters design. also I was show up to '4D contents character;' ; 'namsadang' group; creative processing including planing. It is possible to be ranged from special 4D series animation, a feature-length special effct cartoon film, character products, and even local doom Theme parks show up film. which are all expected high profits. These profits will be returned back to the an-sung local autonomous entity, who can use them to develop new contents, one of foundations in local economy. As a result, it is helpful to make local traits and effective tourist attractions.

A Low Power Design of The Embedded 3D Graphics Rendering Processor for Portable Device (모바일 기기에 적합한 내장형 3차원 그래픽 렌더링 처리기의 저전력화)

  • Jang Tae-Hong;Jeong Jong-Chul;Woo Hyun-Jae;Lee Moon-Key
    • Proceedings of the IEEK Conference
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    • 2004.06b
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    • pp.593-596
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    • 2004
  • This paper presents a low power design of the embedded 3D graphics rendering processor with the double span processing stage. The increase of hardware complexity by using the double span processing stage is ignorable. And the performance is equal to the rendering processor with the single span processing stage. It reduces the power consumption by using different clock frequencies.

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Using Arduino and Processing Graphics performance validation (아두이노와 Processing을 사용한 그래픽 성능 검증)

  • Choi, Chul-kil;Lee, Sung-jin;Lee, Kyung-mu;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.975-977
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    • 2013
  • Arduino is for design based on open source prototyping platform, artist, designer, hobby activists, etc, i has been designed for all those who are interested in the environment construct. Arduino adventage you can easily create applications hardware, without deep knowledge about the hardware. Configuration of arduino using AVR microcontroller ATmage 168, software to action arduino using arduino program, MATLAB, Processing. Arduino is open source base, you can hardware production directly and using shield additionally, the arduino can be combined. Processing iis open source. You can 2D, 3D, PDF output, using P3D and OpenGL graphics. Also you can check by running a stand-alone application. Through a combination of Arduino, library support, such as sound, video, and computer vision can be expanded, this program is the Android phone and iPhone programming. In this paper, sortware was used for Processing, hardware was used for arduino MegaADK board, After making easy 2axis game, using the software and hardware verification.

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Development of graphics system supporting PHIGS (PHIGS를 지원하는 그래픽 시스템의 개발)

  • 박재현;노갑선;박정우;장래혁;구경훈;이재영;권욱현
    • 제어로봇시스템학회:학술대회논문집
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    • 1991.10a
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    • pp.730-735
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    • 1991
  • In this paper, a graphics system supporting PHIGS and PHIGS+ is suggested and its hardware structure and software are described. The developed graphics system is a multi-processing system that uses 6 i860 RISC CPU's and supports PHIGS and PHIGS+ language in a hardware level. The developed system under tested is able to draw 160, 000 3-D polygones in one second when each polygon has 100 pixels and is shaded with Gouraud shading.

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The segmentation system of brain in MRI based on 3-D region growing algorithm (3 차원 영역확장 알고리즘 기반의 MRI 에서의 뇌 영상 분할 시스템)

  • Lee, Joung-Min;Yun, Hyun-Joo;Kim, Myeong-Hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.1769-1772
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    • 2005
  • 본 논문에서는 사용자의 작업을 최소화하고 결과의 정확성을 높일 수 있는 3 차원 영역 분할 알고리즘을 제시하고 있다. 경계선을 강화하고 유사영역을 평탄화하는 SRAD(Speckle Reducing Anisotropic Diffusion) 필터링은 잡음에 의한 3 차원 영역확장의 오류를 줄이고 분할 대상의 경계부분까지 안정적으로 영역을 확장시켜준다. 3 차원 영역확장 방법은 사용자에 의해 입력된 시작점을 기반으로 영역의 유사성과 집합성을 판단하는 평가함수(cost Function)를 계산하여 3 차원으로 영역을 확장시킨다. 이러한 방법을 이용할 때에 보다 효과적으로 3D MRI 데이터에 대한 영상 분할을 수행할 수 있다. 또한 논문에서 제시한 알고리즘의 검증을 위해서 분할 결과에 대한 의료진의 검증을 수행하였다.

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Implementation of an open platform for 3D spatial information based on WebGL

  • Lee, Ahyun;Jang, Insung
    • ETRI Journal
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    • v.41 no.3
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    • pp.277-288
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    • 2019
  • VWorld is run by the Ministry of Land, Infrastructure, and Transport of South Korea and provides national spatial information, such as aerial images, digital elevation models, and 3D structural models. We propose herein an open platform for 3D spatial information based on WebGL using spatial information from VWorld. WebGL is a web-based graphics library and has the advantage of being compatible with various web browsers. Our open platform is also compatible with various web browsers. Accordingly, it is easily accessible via the VWorld site and uses the three-dimensional (3D) map program. In this study, we describe the proposed platform configuration, and the requests, management, and visualization approaches for VWorld spatial information data. Our aim is to establish an approach that will provide a stable rendering speed even on a low-end personal computer without a graphics processing unit based on a quadtree structure. We expect that users will be able to visualize 3D spatial information through the VWorld open platform, and that the proposed platform will become the basis for various applications.

Implementation of Lattice Reduction-aided Detector using GPU on SDR System (SDR 시스템에서 GPU를 사용한 Lattice Reduction-aided 검출기 구현)

  • Kim, Tae Hyun;Leem, Hyun Seok;Choi, Seung Won
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.55-61
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    • 2011
  • This paper presents an implementation of Lattice Reduction (LR)-aided detector for Multiple-Input Multiple-Output (MIMO) system using Graphics Processing Unit (GPU). GPU is a parallel processor which has a number of Arithmetic Logic Units (ALUs), thus, it can minimize the operation time of LR algorithm through the parallelization using multiple threads in the GPU. Through the implemented LR-aided detector, we verify that the LR-aided detector operates a lot faster than Maximum Likelihood (ML) detector. The implemented LR-aided detector has been applied to WiMAX system to show the feasibility of its real-time processing. In addition, we demonstrate that the processing time can be reduced at the cost of 3dB SNR loss by limiting the repeating loop in Lenstra-Lenstra-Lovasz (LLL) algorithm which is frequently used in LR-aided detector.

Accelerating Depth Image-Based Rendering Using GPU (GPU를 이용한 깊이 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.853-858
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    • 2006
  • In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation(DIBR) of 3D graphic object using graphic processing unit(GPU). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modem GPU and programmable shader support, we develop an efficient hardware-accelerating rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.