• Title/Summary/Keyword: Computer Graphics Technology

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Evaluation of Feed Values of Korean Straws Using Pressure Transducer (Auto-Pressure Transducer를 이용한 국내산 고간류의 사료가치평가)

  • Lee, Sang S.;Ha, J. K.;Chang, M. B.
    • Journal of Animal Science and Technology
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    • v.45 no.2
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    • pp.241-250
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    • 2003
  • Accurate and rapid evaluation of the nutritional quality of Korean straws is important because of the recent increase in the use of these feedstuffs in Korean. The aim of the study was to establish with relationships between ruminal fermentation of Korean straws and in vitro gas production using a pressure transducer. The pressure transducer system includes pressure censors, AD board, LED monitor, and the computer with real-time graphics. Both gas production and DM digestibility data were fitted into the exponential equation P = a + b (1-e-$1-e^{-ct}$). The initial rate of gas production was highest for rice straw, followed by barley straw and wheat straw. The gas production rate of constant (c) in gas production for rice straw, wheat straw, and barley straw were 3.8, 2.5, and 2.5 $%h^{-1}$, respectively. Total VFA concentration (mM) produced after 72h incubation was similar among three Korean straws, even though was variable during the early (12h) fermentation. Volume of gas production was related (P> 0.05: r = 0.76 to 0.83) to DM disappearance and also strongly related (p< 0.05: r = 0.91 to 0.98) to VFA concentration at all incubation times. Linear correlation showed between gas production and DM disappearance and VFA by in vitro will be matched in in vivo digestibility.

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

A study of the small productional system for 3D digital animations (3차원 디지털애니메이션을 위한 소형제작시스템 연구)

  • Choi, Bek
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.73-80
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    • 2006
  • The main purpose of this study is to help develop the productional system of the three dimensional digital animation domestically. Many 30 digital animation projects are being developed and finished with foreign computer graphics technology. However, the 3D animation market in Korea is not as good as the ones in other countries. One of the most significant problems is the lack of a program of study in Korea concerning productional systems used to create 3D animation. We previously imported an advanced productional system from the U.S., which was adaptable to big projects, and consequently, expanded the international digital animation market. Now, we need to develop a new production system which is fully adaptable to the Korean market. A non-sequential system of 3D digital animation tailored for small projects is more adaptable to domestic industry than the sequential system known as the 'Pipeline system.' A non-sequential system is good for small productions that are trying to create animation on a limited budget. The workers in this system can learn to make animation fast and effectively. They can also learn how to discuss with the others in order to avoid duplication of action. In contrast, in the Pipeline System, many workers repeat confirmation steps during the process for the same animations. The benefit of the non-sequential system is that the worker's interest and education can speed up production, because he/she can quickly learn every step of the animation process instead of just doing a particular job which does not allow him/her to observe the other steps involved. The 'animatic' step is the most important in the non-sequential system. The final animation is produced from the animatic. It is developed from scratch through to the final product but only after the agreement of all the workers, including a director.

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A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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Developmental disability Diagnosis Assessment Systems Implementation using Multimedia Authorizing Tool (멀티미디어 저작도구를 이용한 발달장애 진단.평가 시스템 구현연구)

  • Byun, Sang-Hea;Lee, Jae-Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.3 no.1
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    • pp.57-72
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    • 2008
  • Serve and do so that graft together specialists' view application field of computer and developmental disability diagnosis estimation data to construct developmental disability diagnosis estimation system in this Paper and constructed developmental disability diagnosis estimation system. Developmental disability diagnosis estimation must supply information of specification area that specialists are having continuously. Developmental disability diagnosis estimation specialist system need multimedia data processing that is specialized little more for developmental disability classification diagnosis and decision-making and is atomized for this. Characteristic of developmental disability diagnosis estimation system that study in this paper can supply quick feedback about result, and can reduce mistake on recording and calculation as well as can shorten examination's enforcement time, and background of training is efficient system fairly in terms of nonprofessional who is not many can use easily. But, as well as when multimedia information that is essential data of system construction for developmental disability diagnosis estimation is having various kinds attribute and a person must achieve description about all developmental disability diagnosis estimation informations, great amount of work done is accompanied, technology about equal data can become different according to management. Because of these problems, applied search technology of contents base (Content-based) that search connection information by contents of edit target data for developmental disability diagnosis estimation data processing multimedia data processing technical development. In the meantime, typical access way for conversation style data processing to support fast image search, after draw special quality of data by N-dimension vector, store to database regarding this as value of N dimension and used data structure of Tree techniques to use index structure that search relevant data based on this costs. But, these are not coincided correctly in purpose of developmental disability diagnosis estimation because is developed focusing in application field that use data of low dimension such as original space DataBase or geography information system. Therefore, studied save structure and index mechanism of new way that support fast search to search bulky good physician data.

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Surface Flattening criterion of Female's Upper Front Shell Using Grid Method (Grid method에 의한 성인 여성 3차원 형상의 상반신 앞판에 대한 평면전개 기준 연구)

  • Choi, Young-Lim;Nam, Yun-Ja;Choi, Kueng-Mi;Cui, Ming-Hai;Han, Sul-Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.12
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    • pp.1825-1836
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    • 2008
  • Many applications in computer graphics require complex and highly detailed models. However it is often desirable to use approximations in place of excessively detailed models in order to control the processing time. Thus, we aim to develop a notion of optimal matrix to simplify surface which can rapidly obtain the high quality 2D patterns flattening 3D surface as follows. Firstly, two 3D bodies are modeled based on existing Size Korea data. Secondly, each model is divided by shell and block for its pattern draft. Thirdly, each block is flattened by grid and bridge method. Finally, we selected the optimal matrix and demonstrated the efficiency and quality of the proposed method. This proposed approach accommodates surfaces with darts, which are commonly used in the clothing industry to reduce the deformation of surface forming and flattening. The resulting optimal matrix could be an initiation of standardization for pattern flattening. It is expected that this method could facilitate much better approximation in both efficiency and precision.

Interactive Projection by Closed-loop based Position Tracking of Projected Area for Portable Projector (이동 프로젝터 투사영역의 폐회로 기반 위치추적에 의한 인터랙티브 투사)

  • Park, Ji-Young;Rhee, Seon-Min;Kim, Myoung-Hee
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.29-38
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    • 2010
  • We propose an interactive projection technique to display details of a large image in a high resolution and brightness by tracking a portable projector. A closed-loop based tracking method is presented to update the projected image while a user changes the position of the detail area by moving the portable projector. A marker is embedded in the large image to indicate the position to be occupied by the detail image projected by the portable projector. The marker is extracted in sequential images acquired by a camera attached to the portable projector. The marker position in the large display image is updated under a constraint that the center positions of marker and camera frame coincide in every camera frame. The image and projective transformation for warping are calculated using the marker position and shape in the camera frame. The marker's four corner points are determined by a four-step segmentation process which consists of camera image preprocessing based on HSI, edge extraction by Hough transformation, quadrangle test, and cross-ratio test. The interactive projection system implemented by the proposed method performs at about 24fps. In the user study, the overall feedback about the system usability was very high.

A Novel Cooperative Warp and Thread Block Scheduling Technique for Improving the GPGPU Resource Utilization (GPGPU 자원 활용 개선을 위한 블록 지연시간 기반 워프 스케줄링 기법)

  • Thuan, Do Cong;Choi, Yong;Kim, Jong Myon;Kim, Cheol Hong
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.5
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    • pp.219-230
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    • 2017
  • General-Purpose Graphics Processing Units (GPGPUs) build massively parallel architecture and apply multithreading technology to explore parallelism. By using programming models like CUDA, and OpenCL, GPGPUs are becoming the best in exploiting plentiful thread-level parallelism caused by parallel applications. Unfortunately, modern GPGPU cannot efficiently utilize its available hardware resources for numerous general-purpose applications. One of the primary reasons is the inefficiency of existing warp/thread block schedulers in hiding long latency instructions, resulting in lost opportunity to improve the performance. This paper studies the effects of hardware thread scheduling policy on GPGPU performance. We propose a novel warp scheduling policy that can alleviate the drawbacks of the traditional round-robin policy. The proposed warp scheduler first classifies the warps of a thread block into two groups, warps with long latency and warps with short latency and then schedules the warps with long latency before the warps with short latency. Furthermore, to support the proposed warp scheduler, we also propose a supplemental technique that can dynamically reduce the number of streaming multiprocessors to which will be assigned thread blocks when encountering a high contention degree at the memory and interconnection network. Based on our experiments on a 15-streaming multiprocessor GPGPU platform, the proposed warp scheduling policy provides an average IPC improvement of 7.5% over the baseline round-robin warp scheduling policy. This paper also shows that the GPGPU performance can be improved by approximately 8.9% on average when the two proposed techniques are combined.

A Study on Optimal Location Selection and Analytic Method of Landmark Element in terms of Visual Perception (시각적 측면에서 랜드마크 요소의 최적입지선정 분석방법에 관한 연구)

  • Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6360-6367
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    • 2015
  • The location selection of the element that should guarantee easy visual perception, like the landmark, is the a topic that appears much in the design process. Recently, a graph analysis technique using computers has been applied in order to evaluate the visibility of the visual element, but the analytic frame is flat and the setting of the visual pont and the matrix are fixed so there were great limitations in obtaining the results of the practical analysis. Thus, this study presented Nondirectional Multi-Dimensional Calculation (MDVC-N), an analytic methodology available for the analysis of the dynamic visual point in the 3D environment. It thus attempted to establish the analytic application using the 3D computer graphics technology and designed a script structure to set the visual point and the matrix. In addition to that, this study tried to verify the analytic methodology by applying the complex land as an example model, where buildings in various heights of terrains with a high-differences are located, verifying the same analytic methodology. It thus tried to identify the visual characteristics of each alternative location. The following results were gained from the study. 1) The visibility can be measured quantitatively trough the application of the 6-alternatives. 2) Using the 3dimensional graph, intuitive analysis was possible. 3) It attempted to improve the analytic applicability by calculating the results corrected as a variable behavior from the local integration variable of the space syntax.

Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
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    • v.39
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    • pp.351-378
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    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.