• 제목/요약/키워드: Computer Graphics

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뷰티 메이크업을 위한 컴퓨터 그래픽스 활용에 관한 연구 (A study of Beauty Make-up Using Computer Graphics)

  • 권현아
    • 한국의류산업학회지
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    • 제8권2호
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    • pp.214-224
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    • 2006
  • Computer graphics mean a reproduction of various information through image processing or the technology that is widely thought in makeup areas also, recently. Especially, Adobe Illustrator, unlike Adobe Photoshop used in image editing and correction, is software suitable for image drawing and reproducing beauty makeup. Beauty makeup is a work adorning human body to fit to the aesthetic standard in that period, and is a plastic art expressing shapes, colors and textures using design elements. Adobe Illustrator is a 2D graphics designing images using shapes having plane colors. In this study I studied techniques reproducing each element of contours and colors of beauty makeup through Adobe Illustrator CS. In other words, I have prepared a reference data by studying techniques reproducing beauty makeup using Adobe Illustrator CS. In this study, though, I couldn't try various things, because I limited facial contour and skin color to only one kind. Therefore, I hope, in the future, others can expand the ethnics of using Adobe Illustrator in more enriched ways by working on various facial contours and skin colors.

CONVERTING BITMAP IMAGES INTO SCALABLE VECTOR GRAPHICS

  • Zhou, Hailing;Zheng, Jianmin;Seah, Hock Soon
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.435-440
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    • 2009
  • The scalable vector graphics (SVG) standard has allowed the complex bitmap images to be represented by vector based graphics and provided some advantages over the raster based graphics in applications, for example, where scalability is required. This paper presents an algorithmto convert bitmap images into SVG format. The algorithm is an integration of pixel-level triangulation, data dependent triangulation, a new image mesh simplification algorithm, and a polygonization process. Both triangulation techniques enable the image quality (especially the edge features) to be preserved well in the reconstructed image and the simplification and polygonization procedures reduce the size of the SVG file. Experiments confirm the effectiveness of the proposed algorithm.

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컴퓨터 그래픽스를 이용한 날염 패턴 디자인에 관한 연구 (A Study on the Printing Pattern Design using Computer Graphics)

  • 이연순
    • 대한가정학회지
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    • 제30권1호
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    • pp.49-65
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    • 1992
  • The writer did a survey of current textile patterns for the purpose of identifying a motif trend. After identifying a current motif trend the writer used an IBM PC 386 Computer and Lumena Software to design actual patterns. The results are as follows: 1. The most common currently used prints are floral patterns. 2. Knowing that floral patterns are most popular, the writer established a motif using the Rose of Sharon, the national flower of Korea. 3. Using computer graphics to move, enlarge and scale-down motif, the writer has been able to design various textile patterns. 4. Creating patterns with computer graphics was not only more efficient, but it also produced more accurate designs and a greater variety of designs. 5. Using the many computer graphic functions avaliable, a greater variety of patterns changes and compositions can be displayed than would be possible if produce by hand. 6. Computer simulations of textiles and clothing made it possible to evaluate the printed fabric or finished product. Faults in the printed fabric or clothing could be corrented before production. Through simulation then it is possible to create higher quality garments and readuce costly mistakes. Thereby greater profits will be realized from the finished garments.

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휴대 단말기용 3D Graphics Lighting Processor 설계 (A Design of 3D Graphics Lighting Processor for Mobile Applications)

  • 양준석;김기철
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2005년도 추계종합학술대회
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    • pp.837-840
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    • 2005
  • This paper presents 3D graphics lighting processor based on vector processing using pipeline chaining. The lighting process of 3D graphics rendering contains many arithmetic operations and its complexity is very high. For high throughput, proposed processor uses pipelined functional units. To implement fully pipelined architecture, we have to use many functional units. Hence, the number of functional units is restricted. However, with the restricted number of pipelined functional units, the utilization of the units is reduced and a resource reservation problem is caused. To resolve these problems, the proposed architecture uses vector processing using pipeline chaining. Due to its pipeline chaining based architecture, it can perform 4.09M vertices per 1 second with 100MHz frequency. The proposed 3D graphics lighting processor is compatible with OpenGL ES API and the design is implemented and verified on FPGA.

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휴대 단말기용 3D Graphics Geometry Processor 설계 (A Design of 3D Graphics Geometry Processor for Mobile Applications)

  • 이마음;김기철
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2005년도 추계종합학술대회
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    • pp.917-920
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    • 2005
  • This paper presents 3D graphics geometry processor for mobile applications. Geometry stage needs to cope with the large amount of computation. Geometry stage consists of transformation process and lighting process. To deal with computation in geometry stage, the vector processor that is based on pipeline chaining is proposed. The performance of proposed 3D graphics geometry processor is up to 4.3M vertex/sec at 100 MHz. Also, the designed processor is compliant with OpenGL ES that is widely used for standard API of embedded system. The proposed structure can be efficiently used in 3D graphics accelerator for mobile applications.

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GPU를 이용한 특징 기반 영상모핑의 가속화 (Acceleration of Feature-Based Image Morphing Using GPU)

  • 김은지;윤승현;이지은
    • 한국컴퓨터그래픽스학회논문지
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    • 제20권2호
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    • pp.13-24
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    • 2014
  • 본 논문에서는 특징 기반 영상모핑(feature-based image morphing)을 위한 GPU (Graphics Processing Unit) 기반의 가속화 기법을 제시한다. 제안된 기법은 모핑과정에서 픽셀과 제어선 사이의 최단거리를 효율적으로 계산하기 위해 그래픽스 하드웨어의 깊이 버퍼(depth-buffer)를 이용한다. 먼저 원본영상(source image)과 최종영상(destination image)에 사용자입력을 통해 특징을 표현하는 제어선들을 지정하고, 각 제어선의 거리함수(distance function)를 서로 다른 색상을 갖는 두개의 사각형과 원뿔로 렌더링한다. 그래픽스 파이프라인(graphics pipeline)을 통해 각 픽셀에서 가장 가까운 제어선까지의 거리는 깊이 버퍼에 저장되고, 이는 모핑연산을 효율적으로 수행하는데 사용된다. 본 논문에서는 픽셀 단위의 모핑 연산을 CUDA(Compute Unified Device Architecture)를 이용하여 병렬화함으로써 모핑의 속도를 더욱 향상시키며, 다양한 크기의 입력영상에 대하여 각각 CPU와 GPU를 이용한 영상모핑 실험을 통해 제안된 기법의 효율성을 입증한다.

정수 연산에 의한 그래픽스 프리미티브 랜더링 방법 (Replacing Fractional Arithmetic by Integer Arithmetic on Rendering Graphics Primitives)

  • 위영철;김하진
    • 한국컴퓨터그래픽스학회논문지
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    • 제6권3호
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    • pp.1-7
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    • 2000
  • 래스터 그래픽스 시스템에서 처리되는 픽슬의 수는 한 프래임 당 100 만 개가 넘을 경우가 많다. 따라서, 그래픽스 프리미티브를 랜더링에서 실수연산을 정수연산으로 대체 함으로써 많은 처리속도 향상이 된다. 본 논문에서는, 스케일링에 의하여 그래픽스 프리미티브 랜더링 알고리즘의 실수연산을 정수연산으로 대체하는 방법을 소개한다. 이 방법은 필터링 된 직선 그리기와 구로세이딩에 적용된다. 또한, 이 방법은 증가적 방법에 근거한 다른 그래픽스 랜더링 알고리즘에도 적용 될 수 있다. 특히, 이 방법은 이미 ASIC 구현이 된 기존의 알고리즘에서 극히 일부분의 단순 수정을 요구하기 때문에 ASIC 구현이 용이하다.

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A Design of a 8-Thread Graphics Processor Unit with Variable-Length Instructions

  • Lee, Kwang-Yeob;Kwak, Jae-Chang
    • Journal of information and communication convergence engineering
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    • 제6권3호
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    • pp.285-288
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    • 2008
  • Most of multimedia processors for 2D/3D graphics acceleration use a lot of integer/floating point arithmetic units. We present a new architecture with an efficient ALU, built in a smaller chip size. It reduces instruction cycles significantly based on a foundation of multi-thread operation, variable length instruction words, dual phase operation, and phase instruction's coordination. We can decrease the number of instruction cycles up to 50%, and can achieve twice better performance.

3차원 그래픽용 부동 소수점 연산기 IP 설계 및 MPW 구현 (Design and MPW Implementation of 3D Graphics Floating Point Ips)

  • 이정우;김기철
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2006년도 하계종합학술대회
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    • pp.987-988
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    • 2006
  • This paper presents a design and MPW implementation of 3D Graphics Floating Point IPs. Designed IPs include adder, subtractor, multiplier, divider, and reciprocal unit. The IPs have pipelined structures. The IPs meet the accuracy required in OpenGL ES. The operation frequency of the IPs is 100MHz. The IPs can be efficiently used in 3D graphics accelerators.

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Computer Graphics / Molecular Mechanics Studies of Quinolones Geometry Comparison with X-ray Crystal Structures

  • Chung, Sung-Kee;Daniel, F. chodosh
    • Bulletin of the Korean Chemical Society
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    • 제11권4호
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    • pp.313-317
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    • 1990
  • Geometries for several representative quinolone carboxylate type antibacterials have been calculated by computer graphics/molecular mechanics energy minimization procedures using both MM2 and AMBER force fields. The calculated geometries were found to be in reasonable agreements with the corresponding X-ray crystal structures. It has been pointed out that notwithstanding the weaknesses associated with calculating the resonance and hydrogen bonding contributions, the employed methods are capable of generating credible ring geometries and torsional angle dispositions of N(1)-ethyl and 3-carboxylate substituents of the quinolones.