• Title/Summary/Keyword: 3D-API

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Design of a Variable-Length Instruction for the Effective Usability Instruction in 3D Graphics Processor (3D 그래픽 프로세서에서 효율적인 명령어를 위한 가변길이 명령어 설계)

  • Kim, Woo-Young;Lee, Bo-Haeng;Lee, Kwang-Yeob;Kwak, Jae-Chang
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.281-284
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    • 2008
  • Recently, Khronos institude OpenGL ES 2.0 API for support Shader 3.0 model that can possible variable graphic processing. For this reason, the mobile device have need of supporting processor for a shader 3.0 model. We should extend instruction's length to support OpenGL ES 2.0 API, so we need more memory size. In this paper, we propose a new instruction form that adopted variable length and unit instruction architecture. This proposed instruction architecture that support to Shader 3.0 model has consist of 32bit unit instructions up to 4 which can be combined for embellishing each other. Therefore, it can execute flexible instruction combination and reduce waste of instruction fields.

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Service Plan of National R&D Report System Using KANO Model (KANO모형을 이용한 국가R&D보고서 시스템의 서비스 방안)

  • Park, Man-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.364-373
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    • 2014
  • The relationship between a service provided via the information system and user satisfaction has been thought of as an important factor for the development of a new service for the information system. In this study, the twelve new key services that are applicable to national R&D report system were derived by web environment changes in step with IT technology developments in order to support the new service for the user. The twelve new key services are as follows; semantic search service for national R&D report, associated report service, RSS service, mesh-up service, topic-map service, open API service, personalized service, collective intelligence service, SNS service, unstructured data service, detailed search service, mailing service. To assess the quality attribute of the twelve new key services in the national R&D report system, a survey was performed. In conclusion, a stepwise service plan for the national R&D report system was proposed which would use the satisfaction coefficient and the results of the service classification. The following step-by-step service should be developed by in this way. The unstructured data service, personalized service, associated report service, topic-map service, open API service, and the collective intelligence service are needed to develop the first step and RSS service, mesh-up service, semantic search service for the national R&D report, mailing service, detailed search service, and SNS service are needed to develop the second step.

Developing an Independent Rendering Tool to Control Render Layer in 3D Animation Files (3D 애니메이션 파일의 렌더링 레이어를 조절하기 위한 독립적인 렌더링 도구 개발)

  • Kim, Ki-Hong;Choi, Chul-Young;Chae, Eel-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.84-93
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    • 2008
  • Since 2005, the production of feature 3D animation has been growing up worldwide and technology of hardware and software has been advanced fully enough to get over the limitation of visual expression, so that rendering weight of the whole work process is getting more important. A final file in the state right before rendering increases. the data size gets bigger. Therefore, if such final file is rendered as it is, the production schedule may not be met. For, some needless time shall be spent to call and save a high-capacity file in amendment work and to execute the rendering entirely again in addition to amendment. In this study, Maya API [1]was used to study the efficient information amendment method of extracting the rendering layers' files in order to develop a tool that executes rendering by applying such method. As the result, compliance to production schedule that is important in animation production can be done through the independent rendering tool based layer rendering that can maximize the efficiency of amendment work.

Development of the 3D Virtual Fitting Room Simulator using Augmented Reality (증강현실을 이용한 3D 가상 피팅룸 시뮬레이터의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.449-454
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    • 2013
  • Recent, the number of consumers using home shopping are in increase. So, there have been a lot of effort to provide services that meet the consumer's eye level in each store. In particular, apparel stores have been conducted the research for virtual fitting room based on augmented reality technology that consumers can simulate in real time costumes that meet the tastes of consumers in online and offline market. In addition, some services has already progress. The general virtual fitting room simulator built the user interface based on OpenCV, augmented reality API, Kinect, and so on. But, it has the disadvantage that the equipment is expensive. In this paper, we have developed a 3D virtual fitting room simulator based on augmented reality technology using OpenCV and libsigc$^{++}$. This simulator can simulate easily in general home without any special equipment. This simulator is expected to be available very efficient in online and offline market as well as home shopping.

Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.22 no.5
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.

Design of Mechanics Simulator and Software Development Kit for 3D Game Engine (3D 게임엔진을 위한 역학 시뮬레이터 및 개발도구의 설계)

  • 김성찬;황요한;김동균;신동규;신동일
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04b
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    • pp.520-522
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    • 2002
  • 본 논문에서는 3차원 게임 엔진에서 역학엔진의 개발을 지원하는 역학 시뮬레이터 및 개발도구에 대해 설계하였다. 3차원 게임 엔진을 개발하는 과정에서 역학 현상을 실시간으로 테스트하여 동적이며 인터렉티브한 게임 효과와 사용자가 역학 시뮬레이터를 통해 실시간으로 테스트한 환경을 개발도구에서 적합한 API를 생성하여 라이브러리형태로 제공함으로써 개발기간의 단축 및 개발 공정에 관련된 프로세스 처리론 효율적으로 할 수 있도록 하였다.

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The Evaluation of Dynamic Group Pile Effect by the Analysis of Experimental p-y Curves (실험 p-y 곡선을 이용한 동적 군말뚝 효과 분석)

  • 김성렬;김성환;정충기;김명모
    • Journal of the Korean Geotechnical Society
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    • v.18 no.1
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    • pp.127-132
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    • 2002
  • Shaking table tests are performed on model group piles to investigate the mechanics of dynamic pile-soil interaction, and to evaluate the dynamic group pile effect. Tests are executed on a single pile as well as group piles($3\times3$) by varying a pile spacing from 3D to 8D. A lumped mass is located on top of piles to simulate a superstructure. Dynamic p-y curves of the single pile and the group piles are obtained from the tests and compared with the backbone slopes of API cyclic p-y curves. From the comparisons, dynamic pile group effects are evaluated in terms of a pile spacing, a shaking frequency, and a shaking intensity.

Design of Compiler & Variable-Length Instructions for SIMD Structured Shader (가변길이 SIMD구조 쉐이더 명령어 및 컴파일러 설계)

  • Kwak, Jae-Chang;Park, Tae-Ryoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2691-2697
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    • 2010
  • Shader instructions and Compiler are designed for supporting 3D graphic shader 3.0 API. Variable-length instructions are proposed to reduce the size of hardware of graphic processor in SIMD structure by shortening the length of instructions. The designed shader compiler supports variable and two phased structured instructions, and can be programmable at ESSL level. Conformance Test proposed by Khronos group is accomplished to verify the design result of instructions and complier. The test result shows overall average 37% performance improvement at the 16 functions of basic GL shader.

Construction of Data Book for Understanding Software Components (소프트웨어 컴포넌트 이해를 위한 데이터 북 구성)

  • Kim, Seon-Hui;Choe, Eun-Man
    • The KIPS Transactions:PartD
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    • v.9D no.3
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    • pp.399-408
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    • 2002
  • Component technology was proposed and applied to software development to overcome software crisis. Software component is a black box like an integrated circuit in hardware but it can not be utilized without good support specially for helping users understand efficiently. This paper shows that data book format for understanding hardware component can be well applied to representing software component. We selected an approach to understand component by matching the contents of data book with UML and API model technique. Besides, we added the architecture part and the interface which are the most important property of software component to the data book for software components. In order to verify effectiveness of components data book we extended batch descriptor in EJB and performed an experiment providing data book to programmers with components.

The Application of Internet 3D Technologies using Java3D and GL4Java (Java3D 및 GL4Java로 구현한 인터넷 3D기술 응용)

  • 김병수;강병익
    • Journal of Korea Multimedia Society
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    • v.5 no.2
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    • pp.222-230
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    • 2002
  • Various virtual reality methods are examined on the internet. In this paper, 3D implementations on the internet are discussed using Java3D and GL4Java which are based on the Java. 3D shoppingmall, real time 3D renderings, and various objects are implemented using Java3D and GL4Java, respectively. Especially with Java3D, the file formats of VRML97, OBJ, and 3DS are implemented using Java3D loader, which shows that object implementation in Java3D is better than other methods. Also, the comparisons between Java3D and GL4Java are discussed.

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