• Title/Summary/Keyword: Graphic Engine

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Knowledge-Based System for Optimum Propulsion Engine Selection of Ships (최적 박용엔진 선정을 위한 지식기반시스템)

  • Lee, Dong-Kon;Lee, Kyung-Ho;Lee, Kyu-Yeul;Lee, Chang-Euk
    • Journal of Korean Institute of Industrial Engineers
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    • v.19 no.3
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    • pp.3-10
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    • 1993
  • The main propulsion system may be the most complicated of the shipboard systems. Many factors such as fuel economy, weight, space, first cost, reliability, vibration and noise must be considered when selecting the prime mover of the main propulsion system for ships. An expert system is a computer program that represents and reasons with knowledge of some specialist subject with a view to solving problems or giving advice. Recently, it is being developed increasingly with wider applications in many industries. This paper describes development of knowledge-based system for main engine selection of ships using general purpose expert system development tool, Nexpert Object. Developed system is consist of ship performance estimation module such as resistance and propulsion, data base for main engine, knowledge base for main engine selection in Nexpert Object and graphic user interface.

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The Development of Knowledge Based System for Main Engine Selection of Ships (선박 주기관선정 지원시스템에 관한 연구)

  • Dong-Kon Lee;Kyung-Ho Lee;Kyu-Yeul Lee
    • Journal of the Society of Naval Architects of Korea
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    • v.30 no.4
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    • pp.1-7
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    • 1993
  • This paper describes development of a knowledge-based system for main engine selection of ships using general purpose expert system development tool, Nexpert Object. Developed system consist of ship performance estimation module such as resistance and propulsion, data base for main engine, knowledge base for main engine selection in Nexpert Object and graphic user interface.

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View Synthesis Using OpenGL for Multi-viewpoint 3D TV (다시점 3차원 방송을 위한 OpenGL을 이용하는 중간영상 생성)

  • Lee, Hyun-Jung;Hur, Nam-Ho;Seo, Yong-Duek
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.507-520
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    • 2006
  • In this paper, we propose an application of OpenGL functions for novel view synthesis from multi-view images and depth maps. While image based rendering has been meant to generate synthetic images by processing the camera view with a graphic engine, little has been known about how to apply the given images and depth information to the graphic engine and render the scene. This paper presents an efficient way of constructing a 3D space with camera parameters, reconstructing the 3D scene with color and depth images, and synthesizing virtual views in real-time as well as their depth images.

A Design of a Verification System for a 3D Graphic Geometry Engine (3D 그래픽 가속기를 위한 검증시스템의 설계 및 구현)

  • Song, In-Seok;Ha, Jin-Seok;Kim, Myung-Hwan;Lee, Kwang-Yeob;Jo, Tae-Hyun
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.663-666
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    • 2005
  • The geometry stage, which performs the transformation and lighting operations of vertices, became the critical part in 3D graphics pipeline. In this paper, we have planned and designed the Geometry Processor for the better and more efficient way to process the real-time 3D using the floating point unit. We also designed a verification system for Geometry engine. It is implemented with Xilinx-Virtex2 and Visual C++.NET. In the Synopsis, we confirmed 100 MHz performance and 137107 cell area of Geometry Engine.

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Concept Design of 1700kN class LRE System using UDMH-LOX(I) (1700kN급 UDMH-LOX 계열 액체로켓엔진 시스템 개념설계(I))

  • Gostev V.A.;Lim SeokHee
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2004.10a
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    • pp.157-161
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    • 2004
  • The colse type of engine system, in which the combustion gas after the gas-turbine with high temperature is supplied to the combustion chamber, was selected to increase the energy characteristics in making the rocket engine scheme which makes 1700kN thrust. The nozzle was designed with consideration of film cooling, nozzle efficiency, and the real state of cobmustion gas during the expansion in nozzle. The change of gas state and the composition of the gas through the nozzle was studied by the graphic, too.

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A Study on game engine properties for Art college education (예술 대학 교육을 위한 게임엔진 특성 연구 (Unity와 Unreal engine을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.227-229
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    • 2019
  • Currently, people use game engines which is consist of essential elements(Graphic engine, Physics engine, Audio engine, UI system, Gameplay frameworks, etc) to develop video. This game engine is used for its own development, but usually it is used by renting a commercial engine. To be able to use such a game engine requires a lot of theoretical and functional education, but in a limited period of university education, it is impossible to deal with various game engines in game art colleges, not general engineering universities. This paper will compare and analyze the characteristics, and merits and demerits of these two kinds of Game engines (Unity and Unreal engine), and showed the result of analyses about the fact that educating which of the above 2 Game engines are helpful and beneficial for the students for the efficient education in the Art college where should teach much in the limited time.

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A 3D graphic pipelines with an efficient clipping algorithm (효율적인 클리핑 기능을 갖는 3차원 그래픽 파이프라인 구조)

  • Lee, Chan-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.8
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    • pp.61-66
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    • 2008
  • Recently, portable devices which require small area and low power consumption employ applications using 3D graphics such as 3D games and 3D graphical user interfaces. We propose an efficient clipping engine algorithm which is suitable in 3D graphics pipeline. The clipping operation is divided into two steps: one is the selection process in the transformation engine and the other is the pixel clipping process in the scan conversion unit. The clipping operation is possible with addition of simple comparator. The clipping for the Y-axis is achieved in the edge walk stage and that for the X and Z-axis is performed in the span processing. The proposed clipping algorithm reduces the operation cycles and the area of of 3D graphics pipelines. We designed a 3D graphics pipeline with the proposed clipping algorithm using Verilog-HDL and verifies the operation using an FPGA.

Development of 3-D Web Graphic Library Using Java (자바를 이용한 3차원 웹 그래픽 라이브러리의 개발)

  • Jeong, Gab-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.8
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    • pp.1709-1715
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    • 2005
  • This paper describes the development of 3-D web graphic library for dynamic web graphic design. The 3-D web graphic library developed in this per supports creation of 3-D objects like cube and sphere objects, elimination of hidden line and surface, and the shading of diffuse and specular reflections. It provides, in drawing, perspective projection of an object depth first sort of multiple objects, and wire frame and solid models. It also supports texture mapping function for realistic and dynamic web application in application software. Each created 3-D object gives functions for the scaling, translation, and rotation of itself. It can be used for the development of dynamic web application software and the advertisement of information for business and tourism as a 3-D web graphic library engine. It is written in 'Java' language and runs on web browsers with Java virtual machine without any dependancy of client computer system.

Development of Screen Shot System using Infrared Laser (적외선 레이저를 이용한 스크린 사격시스템 개발)

  • Kang, Sung-Jun;Kim, Jung-Hoon;Jeong, Sung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.3
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    • pp.1325-1329
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    • 2012
  • This study suggests an indoor screen shooting system that can be connected with diverse graphic contents, through developing a gun only for indoor shooting and developing high-speed laser recognition algorithm. The dedicated gun has strong durability and was applied pneumatic solenoid valve control and invisible laser. The aim is to commercialize the indoor screen shooting system by developing a method of interacting with graphic engine through recognizing invisible laser at high speed.

The Development System of Third Dimensional Graphic User Interface Engine and Menu Authoring Tools Based on XML at Mobile (휴대 단말기기의 3차원 그래픽 엔진 및 XML 기반 메뉴 저작 도구 구축 시스템)

  • Gwon Hui-Chun;An Byeong-Ryeol;Kim Mun-Hyeon
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2006.05a
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    • pp.378-380
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    • 2006
  • 국내 휴대 단말기기(Mobile Phone, PDA 및 DMB 폰 등)의 하드웨어적 컨버젼스 기술은 국제 경쟁력을 충분히 확보하고 세계 시장에서 선두 역할을 수행하고 있으나, 휴대 단말기기에 필수적으로 구성되어지는 UI(User Interface)는 상대적으로 낙후된 실정이다. 이에 따라 3차원 그래픽 UI의 구현과 휴대 단말기기의 이벤트에 반응하는 3차원 아바타 시스템 개발을 통해 경쟁력 있는 소프트웨어적 컨버젼스 시대의 대비는 필수적이며, 본 논문에서는 휴대 단말기에서 3차원 UI의 구현 뿐 아니라 쉽고 빠르게 UI를 구축 할 수 있는 Authoring Tool 개발의 시급성을 인식하여 연구를 진행하고 있다.

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