• Title/Summary/Keyword: Graphic Hardware

Search Result 141, Processing Time 0.039 seconds

A Digital Graphic Equalizer with Variable Q-factor (가변 Q-factor를 가지는 디지털 그래픽 이퀄라이저)

  • 이용희;김인철
    • Journal of Broadcast Engineering
    • /
    • v.8 no.1
    • /
    • pp.3-10
    • /
    • 2003
  • This paper proposes a variable-Q digital graphic equalizer in which each equalizer filter has different Q-factor depending on the band as well as the gain. The proposed equalizer demonstrates the symmetric frequency response over the audible frequency range. While maintaining the similar level of hardware complexity, the proposed equalizer yields an actual response that is quite close to the desired one, as compared with the conventional equalizers. Also, we investigate how the performance is affected by the center frequencies of the filters.

A Design on Rasterizer for the verification in a 3D Graphic Processor (3D 그래픽 프로세서 검증을 위한 래스터라이저 설계)

  • Lee, Mi-Kyoung;Jang, Young Jo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.10a
    • /
    • pp.639-642
    • /
    • 2009
  • When the graphics accelerator for high-quality multimedia content design, hardware verification environment, easy and accurate performance evaluation in an embedded device is required. To work around this is not verified through the simulation waveform analysis to determine the actual calculated graphic images has designed a software rasterizer. Rasterizer is designed for Windows-based environment using the C language implementation of rasterization has a function at each step. Vertex data is entered and the results were verified.

  • PDF

Domestic Production Process of Early Korean Broadcast CG Equipment

  • Nah, So-Mi
    • Journal of Multimedia Information System
    • /
    • v.8 no.4
    • /
    • pp.285-294
    • /
    • 2021
  • The development process of domestic CG (Computer Graphics) needs to be studied by classifying the technical part and the design part. This paper analyzes how early domestic broadcast equipment evolved and focused on what went through the development process. Domestic broadcasting companies have introduced and used overseas equipment and have begun to develop their own technology. The development process of the early domestic production technology of broadcasting stations was classified into Character Generator, On-line Real-Time Graphic and Sport Coder. It was found that the orientation of broadcasting technology was conclusively focused on visualization, with socio-cultural factors acting along with the evolution of hardware and software. This research is meaningful in reorganizing the history of the development process of domestic CG technology in the early days through previous research (primary verification), newspaper articles and news coverage (secondary verification). This paper looks at what is missing by regaining the past of CG, and argues that with the advent of new technologies today, we must develop through appropriate division of roles and collaboration between engineers and designers.

Client Technology on a Server for Mobile Cloud

  • Nguyen, Tien-Dung;Biao, Song;Wei, Tang;Lee, Jun-Hyung;Huh, Eui-Nam
    • Information and Communications Magazine
    • /
    • v.28 no.10
    • /
    • pp.3-10
    • /
    • 2011
  • The increasing ubiquity of wireless networks and decreasing cost of hardware is fueling a proliferation of mobile devices. These devices are enabling a new revolution in mobile technology, not only running locally on them, but running on cloud as a service as well. From web browsing, email, or video conferencing, presentations to movie and music entertainment or games, multimedia applications, mobile cloud enables providing such diverse applications. Many technologies have been designed to address the limited hardware and performance in thin client PC. However, with the assorted network and graphic condition, those proposed technologies is obligated to alter aim to adapt mobile cloud. In this paper, we provide a survey of client technology on a Server that can be sufficed the requirements of Mobile Cloud. We also analyze each technology and classify with its individual difficulties and challenges.

Development of Data Analysis and Visualization Program with Stereoscopic Viewing (입체 구현 기능을 지닌 데이터 분석 및 가시화 프로그램의 개발)

  • Na Jeoung-Su;Kim Ki-Young;Kim Byoungsoo
    • 한국전산유체공학회:학술대회논문집
    • /
    • 2002.05a
    • /
    • pp.158-163
    • /
    • 2002
  • In the present study a 3D data visualization and analysis program with stereoscopic viewing is introduced. The GUI of the program is based on Qt-library, while all the graphic rendering is performed with OpenGL library. The program allocates memory dynamically according to the data size so that the problem size is only limited by the computer's hardware memory. The stereoscopic viewing is realized by carefully-calibrated projection and color-masking of red and blue color for the left and right eye, and the only hardware needed for the stereoscopic visualization of 3D data is a cheap and easily-available red/blue glasses. Further work for addition of more functions and options to the present program will be continued.

  • PDF

Development of a Hydro Turbine Governor and Validation Test

  • Kim, Jong-An;Woo, Joo-Hee;Choi, In-Kyu
    • KEPCO Journal on Electric Power and Energy
    • /
    • v.1 no.1
    • /
    • pp.105-108
    • /
    • 2015
  • A digital Governor (GOV) has been developed for being used for a Francis hydro turbine, and the validity of the GOV has been tested. As for the hardware system for the GOV, we purchased a basic digital control system that already had proven its reliability in the power industry. We developed a set of new GOV software and integrated it with the hardware system, and finally verified the performance of the whole GOV system. For the human-machine interface (HMI), we configured and implemented appropriate graphic interfaces for the turbine operations. This paper describes the major GOV control functions, approaches we took in developing the GOV control logics, and the validity tests and the results.

Volume Rendering Using Multi-Textures (Multi-Textures를 이용한 Volume Rendering)

  • 박재영;이병일;최흥국
    • Proceedings of the Korea Institute of Convergence Signal Processing
    • /
    • 2000.12a
    • /
    • pp.169-172
    • /
    • 2000
  • Direct volume rendering has yet been restricted to high-end graphic workstations and special-purpose hardware, due to the large amount of trilinear interpolation, that are necessary to obtain high image quality. In this paper, we implemented the volume rendering techniques using the 2D-texture at the environment of standard PC hardware. In addition, we show how multi-texturing capabilities of modern PC graphics board are enable to volume rendering. Besides using extended OpenGL function, we improved pixel operations and rendering capacity.

  • PDF

Development of Hardware Platform and Embedded Software for Designing Automotive FMCW Radar System (차량용 FMCW 레이더 시스템 설계용 하드웨어 플랫폼 및 임베디드 소프트웨어 개발)

  • Hyun, Eugin;Oh, Woojin;Lee, Jong-Hun
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.6 no.3
    • /
    • pp.117-123
    • /
    • 2011
  • In this paper, we design the hardware platform and implement the embedded software based on the FPGA and the DSP for the automotive 77GHz FMCW radar system. This embedded software is built into the DSP as the multi-tasking architecture to support the basic target detection algorithm and the Ethernet link. The designed GUI(Graphic User Interface) provides ability to adjust parameters associated with the radar performance, to monitor signal processing results, and to download the raw received signal. The designed platform can be used to develop the optimal detection algorithms for the various applications.

On-line monitoring & control system in brewing process (맥주 공정의 자동계측 및 제어)

  • 백운화;고의찬;이광순;심정우
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1986.10a
    • /
    • pp.471-473
    • /
    • 1986
  • 맥주 제조 공정은 다음과 같이 이루어 진다. 담금공정-발효공정-저장공정-여과공정-제품공정, 이중 발효 및 저장 공정은 미생물이 관여하므로 균체의 생육과 제품 생산과의 관계등이 아주 예민하고 복잡하므르 Computer에 의한 자동 계측 및 제어는 효과적인 공정관리 수단이 되며, 또한 품질 향상과 균일화를 기대 할 수 있다. 이에 발효 및 저장조의 128 채널의 공정치 On-line monitoring, graphic display, disk 저장, 프린터로의 reporting 및 제어를 위한 hardware system 구성과 software를 개발하였다.

  • PDF

An Effective Viewport Resolution Scaling Technique to Reduce the Power Consumption in Mobile GPUs

  • Hwang, Imjae;Kwon, Hyuck-Joo;Chang, Ji-Hye;Lim, Yeongkyu;Kim, Cheong Ghil;Park, Woo-Chan
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.11 no.8
    • /
    • pp.3918-3934
    • /
    • 2017
  • This paper presents a viewport resolution scaling technique to reduce power consumption in mobile graphic processing units (GPUs). This technique controls the rendering resolution of applications in proportion to the resolution factor. In the mobile environment, it is essential to find an effective resolution factor to achieve low power consumption because both the resolution and power consumption of a GPU are in mutual trade-off. This paper presents a resolution factor that can minimize image quality degradation and gain power reduction. For this purpose, software and hardware viewport resolution scaling techniques are applied in the Android environment. Then, the correlation between image quality and power consumption is analyzed according to the resolution factor by conducting a benchmark analysis in the real commercial environment. Experimental results show that the power consumption decreased by 36.96% on average by the hardware viewport resolution scaling technique.