• Title/Summary/Keyword: Computer Graphics

Search Result 1,657, Processing Time 0.03 seconds

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

  • Kwon, Hyun-Ah
    • Fashion & Textile Research Journal
    • /
    • v.8 no.2
    • /
    • pp.214-224
    • /
    • 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
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.435-440
    • /
    • 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.

  • PDF

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

  • 이연순
    • Journal of the Korean Home Economics Association
    • /
    • v.30 no.1
    • /
    • pp.49-65
    • /
    • 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.

  • PDF

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

  • Yang, Joon-Seok;Kim, Ki-Chul
    • Proceedings of the IEEK Conference
    • /
    • 2005.11a
    • /
    • pp.837-840
    • /
    • 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.

  • PDF

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

  • Lee, Ma-Eum;Kim, Ki-Chul
    • Proceedings of the IEEK Conference
    • /
    • 2005.11a
    • /
    • pp.917-920
    • /
    • 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.

  • PDF

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

  • Kim, Eun-Ji;Yoon, Seung-Hyun;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.20 no.2
    • /
    • pp.13-24
    • /
    • 2014
  • In this study, a graphics-processing-unit (GPU)-based acceleration technique is proposed for the feature-based image morphing. This technique uses the depth-buffer of the graphics hardware to calculate efficiently the shortest distance between a pixel and the control lines. The pairs of control lines between the source image and the destination image are determined by user's input, and the distance function of each control line is rendered using two rectangles and two cones. The distance between each pixel and its nearest control line is stored in the depth buffer through the graphics pipeline, and this is used to conduct the morphing operation efficiently. The pixel-unit morphing operation is parallelized using the compute unified device architecture (CUDA) to reduce the morphing time. We demonstrate the efficiency of the proposed technique using several experimental results.

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

  • Wee, Young-Cheul;Kimn, Ha-Jine
    • Journal of the Korea Computer Graphics Society
    • /
    • v.6 no.3
    • /
    • pp.1-7
    • /
    • 2000
  • The number of pixels being processed in a raster graphics system often exceeds 1 million per frame. Replacing fractional arithmetic by integer arithmetic on rendering graphics primitives will therefore significantly improve the rendering performance. A scaling method that replaces fractional arithmetic by integer arithmetic on rendering graphics primitives is introduced. This method is applied to the filtered edge drawing and Gouraud shading. This method will also be applicable to some of other incremental algorithms for rendering graphics primitives. Because the scaling method requires only simple modifications upon the known algorithms that already have been implemented in ASIC (Application Specific Integrated Circuit), our algorithms can easily be implemented in ASIC. Our method will be useful especially for the low-price systems (e.g., home game machines, personal computers, etc.).

  • PDF

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
    • /
    • v.6 no.3
    • /
    • pp.285-288
    • /
    • 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.

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

  • Lee, Jung-Woo;Kim, Ki-Chul
    • Proceedings of the IEEK Conference
    • /
    • 2006.06a
    • /
    • pp.987-988
    • /
    • 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.

  • PDF

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
    • /
    • v.11 no.4
    • /
    • pp.313-317
    • /
    • 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.