• Title/Summary/Keyword: Computer Graphics Technology

Search Result 410, Processing Time 0.023 seconds

Surface Reconstruction from Oriented Point Cloud Using a Box-Spline on the BCC Lattice (BCC 격자의 박스-스플라인을 이용한 입체 표면 복구 기법)

  • Kim, Hyunjun;Kim, Minho
    • Journal of the Korea Computer Graphics Society
    • /
    • v.21 no.2
    • /
    • pp.1-10
    • /
    • 2015
  • In this paper, we propose an improved surface reconstruction method from an oriented point cloud. Our method is a classical least-square scheme, but is based on the 7-direction box-spline and the BCC (Body-Centered Cubic) lattice, which results in surfaces with superior quality and lower computational overhead, compared to other methods based on the B-splines on the Cartesian lattice. Specifically, when compared with two of the most popular techniques our method results in better surfaces but only takes ${\approx}53%$ computation time.

An Efficient Visualization Method for Interactive Volume Rendering (대화식 볼륨 렌더링을 지원하는 효율적인 가시화 방법)

  • Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
    • /
    • v.8 no.1
    • /
    • pp.1-11
    • /
    • 2002
  • In order to widely use volume rendering technology in practical fields, a user should be able to control the classification parameter interactively and extract a meaningful information easily from the 3D data as fast as it can be. Previous work on an accelerating volume rendering reconstructs an isotropic volume from an anisotropic one and classifies in pre-processing time and then renders the classified volume rapidly in run time. But, this traditional step may result in long pre-processing time and no real-time feedback. In this paper, we present an efficient classification and rendering method that allows a user to set the opacity transfer function interactively at rendering time on a personal computer without special-purpose hardware.

  • PDF

Performance Management Technique of Remote VR Service for Multiple Users in Container-Based Cloud Environments Sharing GPU (GPU를 공유하는 컨테이너 기반 클라우드 환경에서 다수의 사용자를 위한 원격 VR 서비스의 성능 관리 기법)

  • Kang, Jihun
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.11 no.1
    • /
    • pp.9-22
    • /
    • 2022
  • Virtual Reality(VR) technology is an interface technology that is actively used in various audio-visual-based applications by showing users a virtual world composed of computer graphics. Since VR-based applications are graphic processing-based applications, expensive computing devices equipped with Graphics Processing Unit(GPU) are essential for graphic processing. This incurs a cost burden on VR application users for maintaining and managing computing devices, and as one of the solutions to this, a method of operating services in cloud environments is being used. This paper proposes a performance management technique to address the problem of performance interference between containers owing to GPU resource competition in container-based high-performance cloud environments in which multiple containers share a single GPU. The proposed technique reduces performance deviation due to performance interference, helping provide uniform performance-based remote VR services for users. In addition, this paper verifies the efficiency of the proposed technique through experiments.

Real-time Interactive Performing Arts using Particle System (파티클 시스템을 이용한 실시간 인터랙티브 퍼포먼스 :Rhythmic Gesture(마리오네트의 꿈)사례를 중심으로)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.9
    • /
    • pp.117-125
    • /
    • 2010
  • Development of digital media and computer graphics related research had changed the overall stream of cultural art and our daily life, as well as its development also had an effect on a fresh and exciting area of cultural arts such as the new media art, interactive art and real-time performing. In this paper, we used emotional expression techniques that they lead audiences on the process of natural communication by combining the particle system of computer graphics with performance based screen art. In this paper, we used emotional expression techniques that they lead audiences on the process of natural communication by combining the particle system of computer graphics with performance based screen art. Namely, by capturing the creation and location speed of particle which is synchronized between the sound, behavior and particles, performance based screen art as the form of the experimental structure in which is combined with scientific technology and art is therefore proposed.

Acceleration for Removing Sea-fog using Graphic Processors and Parallel Processing (그래픽 프로세서를 이용한 병렬연산 기반 해무 제거 고속화)

  • Kim, Young-doo;Kwak, Jae-min;Seo, Young-ho;Choi, Hyun-jun
    • Journal of Advanced Navigation Technology
    • /
    • v.21 no.5
    • /
    • pp.485-490
    • /
    • 2017
  • In this paper, we propose a technique for high speed removal of sea-fog using a graphic processor. This technique uses a host processor(CPU) and several graphics processors(GPU) capable of parallel processing to remove sea-fog from the input image. In the process of removing sea-fog, the dark channel extraction, the maximum brightness channel extraction, and the calculation of the transmission are performed by the host processor, and the process of refining the transmission by applying the bidirectional filter is performed in parallel through the graphic processor. To verify the proposed parallel processing method, three NVIDIA GTX 1070 GPUs were used to construct the verification environment. As a result, it takes about 140ms when implemented with one graphics processor, and 26ms when implemented using OpenMP and multiple GPGPUs. The proposed a parallel processing algorithm based on the graphics processor unit can be used for safe navigation, port control and monitoring system.

Criminal Profiling Simulation Training and Assessment System based on Virtual Reality (가상현실 기반 범죄 프로파일링 시뮬레이션 교육 및 평가 시스템)

  • Kim, Han-Seob;Kim, Hae-Ji;Lee, Yoon-Sik;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.3
    • /
    • pp.83-92
    • /
    • 2018
  • In this paper, we propose a system to a criminal profiling simulation training and assessment with virtual reality technology. Profiling has emerged as the incidence of violent crime has increased by 45.2 % in the country over the past decade. However, the number of profilers in Korea is 36, due to the problem of existing courses. "Criminal Reproduction Learning" is the common way to profiling training, but there are numerous constraints that prevent practical training. Thus, the system used virtual reality technology to overcome existing constraints. Users can receive simulation training and assessment of profiling at crime scene that have been implemented as virtual reality, with an immersive experience through interaction. We expect this system to contribute to the activation of profiling education in many institutions and to the development of good profilers with diverse training.

Design of Handwriting-based Text Interface for Support of Mobile Platform Education Contents (모바일 플랫폼 교육 콘텐츠 지원을 위한 손 글씨 기반 텍스트 인터페이스 설계)

  • Cho, Yunsik;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.27 no.5
    • /
    • pp.81-89
    • /
    • 2021
  • This study proposes a text interface for support of language-based educational contents in a mobile platform environment. The proposed interface utilizes deep learning as an input structure to write words through handwriting. Based on GUI (Graphical User Interface) using buttons and menus of mobile platform contents and input methods such as screen touch, click, and drag, we design a text interface that can directly input and process handwriting from the user. It uses the EMNIST (Extended Modified National Institute of Standards and Technology database) dataset and a trained CNN (Convolutional Neural Network) to classify and combine alphabetic texts to complete words. Finally, we conduct experiments to analyze the learning support effect of the interface proposed by directly producing English word education contents and to compare satisfaction. We compared the ability to learn English words presented by users who have experienced the existing keypad-type interface and the proposed handwriting-based text interface in the same educational environment, and we analyzed the overall satisfaction in the process of writing words by manipulating the interface.

Building Fire Monitoring and Escape Navigation System Based on AR and IoT Technologies (AR과 IoT 기술을 기반으로 한 건물 화재 모니터링 및 탈출 내비게이션 시스템)

  • Wentao Wang;Seung-Yong Lee;Sanghun Park;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.159-169
    • /
    • 2024
  • This paper proposes a new real-time fire monitoring and evacuation navigation system by integrating Augmented Reality (AR) technology with Internet of Things (IoT) technology. The proposed system collects temperature data through IoT temperature measurement devices installed in buildings and automatically transmits it to a MySQL cloud database via an IoT platform, enabling real-time and accurate data monitoring. Subsequently, the real-time IoT data is visualized on a 3D building model generated through Building Information Modeling (BIM), and the model is represented in the real world using AR technology, allowing intuitive identification of the fire origin. Furthermore, by utilizing Vuforia engine's Device Tracking and Area Targets features, the system tracks the user's real-time location and employs an enhanced A* algorithm to find the optimal evacuation route among multiple exits. The paper evaluates the proposed system's practicality and demonstrates its effectiveness in rapid and safe evacuation through user experiments based on various virtual fire scenarios.

Memory Delay Comparison between 2D GPU and 3D GPU (2차원 구조 대비 3차원 구조 GPU의 메모리 접근 효율성 분석)

  • Jeon, Hyung-Gyu;Ahn, Jin-Woo;Kim, Jong-Myon;Kim, Cheol-Hong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.7
    • /
    • pp.1-11
    • /
    • 2012
  • As process technology scales down, the number of cores integrated into a processor increases dramatically, leading to significant performance improvement. Especially, the GPU(Graphics Processing Unit) containing many cores can provide high computational performance by maximizing the parallelism. In the GPU architecture, the access latency to the main memory becomes one of the major reasons restricting the performance improvement. In this work, we analyze the performance improvement of the 3D GPU architecture compared to the 2D GPU architecture quantitatively and investigate the potential problems of the 3D GPU architecture. In general, memory instructions account for 30% of total instructions, and global/local memory instructions constitutes 60% of total memory instructions. Therefore, the performance of the 3D GPU is expected to be improved significantly compared to the 2D GPU by reducing the delay of memory instructions. However, according to our experimental results, the 3D architecture improves the GPU performance only by 2% compared to the 2D architecture due to the memory bottleneck, since the performance reduction due to memory bottleneck in the 3D GPU architecture increases by 245% compared to the 2D architecture. This paper provides the guideline for suitable memory design by analyzing the efficiency of the memory architecture in 3D GPU architecture.

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.4
    • /
    • pp.19-26
    • /
    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.