• Title/Summary/Keyword: Computer Graphics Technology

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A Block-based Computer Graphics Educational Software Model using WebGL (WebGL을 이용한 블록 기반 컴퓨터 그래픽스 교육용 소프트웨어 모델)

  • Pyun, Hae-Gul;Park, Jinho
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.189-200
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    • 2015
  • These days computer graphics technology has been applied in diverse IT fields. Needs for computer graphics such as 3D Printer, Head Mount Display, VR & AR are growing rapidly. Computer graphics will be more specialized and demanding for graphics specialists will be also increased. However, serious mathematical background obstructs people to learning computer graphics. An efficient computer graphics learning system would be helpful for graphics experts training. By analyzing the graphics theory, we propose an educational software system with that students can effectively learn computer graphics. Our system focuses on theoretical objects of computer graphics and enhances accessibility and intuition using web and blocks.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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Bump mapping algorithm for polygonal model and its hardware implementation (다각형 모델에서 범프 맵핑을 수행하기 위한 알고리즘과 하드웨어 구현)

  • Choi, Seung-Hak;Mun, Byung-In;Eo, Kil-Su;Lee, Hong-Youl
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.15-23
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    • 1996
  • Bump mapping is an elegant rendering technique to simulate wrinkled surfaces such as bark, which enables to produce more realistic image than texture-mapped one. This paper presents a new algorithm for bump mapping along with a hardware architecture to run our algorithm in real-time. The proposed approach is more efficient than previous one, and in particular, our hardware architecture is simpler to implement.

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A study on comparison between 3D computer graphics cameras and actual cameras (3D컴퓨터그래픽스 가상현실 애니메이션 카메라와 실제카메라의 비교 연구 - Maya, Softimage 3D, XSI 소프트웨어와 실제 정사진과 동사진 카메라를 중심으로)

  • Kang, Chong-Jin
    • Cartoon and Animation Studies
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    • s.6
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    • pp.193-220
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    • 2002
  • The world being made by computers showing great expanses and complex and various expression provides not simply communication places but also a new civilization and a new creative world. Among these, 3D computer graphics, 3D animation and virtual reality technology wore sublimated as a new culture and a new genre of art by joining graphic design and computer engineering. In this study, I tried to make a diagnosis of possibilities, limits and differences of expression in the area of virtual reality computer graphics animation as a comparison between camera action, angle of actual still camera and film camera and virtual software for 3D computer graphics software - Maya, XSI, Softimage3D.

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The Advanced Digital Special Images and Technology

  • Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.50-55
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    • 1996
  • Multimedia boom has happened worldwide these days. In multimedia, we use several kinds of media such as character, figure, voice, music, still images, moving picture etc.. Then I think image including moving picture is the most effective and important media for human being. Creating digital images using a computer has the following two main approaches, depending on how the computer is used. 1. CG Technology. Created images, produced through computer graphics. 2. Digital Image Processing. Images processed through digital image processing technologies. Approach (1) is very popular as Computer Graphics. Two-dimensional and three-dimensional computer graphics techniques are used over wide applications today. On the other hand, Approach (2), which uses digital image processing technology, has been attracting attention lately, in the filed of movies and television. In this report, I will introduce these approaches of CG and digital image processing, and show some application fields such as current movies.

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New feature and SVM based advanced classification of Computer Graphics and Photographic Images (노이즈 기반의 새로운 피쳐(feature)와 SVM에 기반한 개선된 CG(Computer Graphics) 및 PI(Photographic Images) 판별 방법)

  • Jeong, DooWon;Chung, Hyunji;Hong, Ilyoung;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.2
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    • pp.311-318
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    • 2014
  • As modern computer graphics technology has been developed, it is hard to discriminate computer graphics from photographic images with the naked eye. Advances in graphics technology has brought a lot of convenience to human, it has side effects such as image forgery, malicious edit and fraudulent means. In order to cope with such problems, studies of various algorithms using a feature that represents a characteristic of an image has been processed. In this paper, we verify directly the existing algorithm, and provide new features based a noise that represents the characteristics of the computer graphics well. And this paper introduces the method of using SVM(Support Vector Machine) with features proposed in previous research to improve the discrimination accuracy.

An Algorithm for Splitting a Box by a Loop and Its Applications in Manufacturing

  • Kheerwal, Anoop;Shanmuganathan, Vivekananda;Shringi, Rohitashwa;Karunakaran, Karuna P.
    • International Journal of CAD/CAM
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    • v.3 no.1_2
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    • pp.85-95
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    • 2003
  • During the design of dies and molds, the cavity of the object is obtained by subtracting it from a surrounding rectangular block. This box is subsequently split into two halves by the parting surface. Similar problems also occur in some RP processes such as LOM, SGC, SLS and 3DP where the machine produces a block inside which the prototype is buried. Determining the orientation of the object inside the box and the corresponding parting surface taking appropriate constraints into account have been addressed by several researchers. However, given the parting surface, the problem of splitting the box development of a software package called OptiLOM (now a module of an RP software Magics 8.0), the authors realized non-triviality of this problem since the loop can spread over as many as 5 faces of the box. In this paper, the authors have tried to bring out the importance of this problem and have presented their algorithm to solve it.

Techniques for Digital Restoration of Cultural Assets : Focused on Computer Graphics and Image Processing Methods (문화원형 디지털 복원기술 : 컴퓨터 그래픽스 및 영상처리를 활용한 시스템의 통합 기능을 중심으로)

  • Moon, Ho-Seok;Sohn, Myung-Ho
    • Journal of Information Technology Services
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    • v.8 no.4
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    • pp.103-113
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    • 2009
  • The industry of cultural digital contents has been regarded as the main next generation industry. Recently techniques for restoring cultural assets and the multiple usage of those have been developed in our country. Using computer graphics and image processing techniques, many cultural assets have been restored. If the focus for researches and supports to cultural assets restoration grows rapidly, we will create cultural and economical added-values and get the benefit of that technology. In this paper, we introduce the techniques for restoring cultural assets focused on computer graphics and image processing techniques.

An Implementation Method of Virtual Environment Physical Properties (가상물체의 물리적 속성 구현 방법)

  • Im, Chang-Hyuck;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.1
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    • pp.25-32
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    • 2007
  • Computer graphics technology has advanced such that all objects can be represented within a computer display. However, because computer displays have a finite resolution, the variety of objects that can be realistically represented together in the same view is restricted by the difference in their relative size. In addition, objects cannot be rendered according to their physical properties in terms of real length units in current computer graphics technology. To solve these problems, we have defined a method that allows objects to be described using real-world physical property units, such as metric units, in a computer graphics system, and developed a 3D browser based on X3D, which implements the concept of relative proportion properties.

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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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    • v.11 no.4
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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.