• Title/Summary/Keyword: Graphic rendering

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A Study on Improving the Reality of the Vehicle Simulator Based on the Virtual Reality (가상현실 기반의 차량 시뮬레이터의 현실감 향상에 관한 연구)

  • Choi Young-Il;Kwon Seong-Jin;Jang Suk;Kim Kyu-Hee;Cho Ki-Yong;Suh Myung-Won
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.8 s.227
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    • pp.1116-1124
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    • 2004
  • In these days, a vehicle simulator has been developed with a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with natural interaction, sufficient immersion and realistic images. In addition, a VR system must present a driver with the realistic driving situation. To achieve these, it is important to obtain a fast and uniform rendering performance regardless of the complexity of virtual worlds. In this paper, the factors to improve the reality for the VR based vehicle simulator have been investigated. For the purpose, the modeling and the rendering methods which offer an improved performance for complex VR applications as the 3D road model have been implemented and verified. Then, we experiment on the influence of graphic and sound factors to the driver, and analyze each result for improving the reality such as the driver's viewport, the form of texture, the lateral distance of the side object, and the sound effect. These factors are evaluated on the driving system which is constructed for qualitative analysis. The research results could be used for improving the reality of the VR based vehicle simulator.

Synthesis and Luminescence of Sr2Si5N8:Eu2+ Red Phosphor for High Color-Rendering White LED (고연색 LED용 적색 Sr2Si5N8:Eu2+ 형광체의 합성 및 발광특성 연구)

  • Lee, Sung Hoon;Kim, Jong Su;Kang, Tae Wook;Ryu, Jong Ho;Lee, Sang Nam
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.4
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    • pp.11-15
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    • 2017
  • Red phosphors, $Sr_2Si_5N_8:Eu^{2+}$, were synthesized as a single-phase crystal structure by optimizing carbon and $Eu^{2+}$ contents in a carbothermal reduction nitridation method. With increasing $Eu^{2+}$ contents, the photoluminescence spectra were red-shifted from 600 nm peak for 1 mol% for to 700 nm for 7 mol%. It was suggested that this red shift is attributed to the energy transfer from one low-energy sited $Eu^{2+}$ (1) to other high-energy sited $Eu^{2+}$ (2). Finally, the best red sample (620 nm emission peak and 80 nm half width for 3 mole% of $Eu^{2+}$) was packaged on a Blue LED together with two additional green and yellow phosphors, the fabricated White LED showed a high color-rendering index of 90 and white color coordinates of x= 0.321 and y = 0.305.

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Efficient Haptic Interaction for Highly Complex Object Generated by Point-based Surfaces (점 기반 곡면으로 이루어진 복잡한 가상 물체와의 효율적인 햅틱 상호작용)

  • Lee, Beom-Chan;Kim, Duck-Bong;Park, Hye-Shin;Kim, Jong-Phil;Lee, Kwan-Heng;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.70-75
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    • 2007
  • 본 논문은 연결정보(connectivity) 및 미리 계산된 계층적 데이터 구조(hierarchical data structure)를 이용하지 않는 그래픽 및 햅틱 렌더링 알고리즘을 제안한다. 제안된 알고리즘은 점 기반 그래픽 표현(point-based graphic representation) 기법을 이용하여 3차원 자유 곡면을 생성한다. 생성된 점 기반 곡면 물체와의 햅틱 상호작용을 위해 그래픽 하드웨어(GPU)에 접근하여 점 기반 곡면에서 생성된 깊이 이미지(depth image)를 이용하여 햅틱 상호작용에 필수 요소인 충돌검출(collision detection) 및 반력 연산(contact force computation)을 수행한다.

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A Vector Graphic Method for Portrait Drawing (벡터 그래픽스를 이용한 초상화의 작성 방법)

  • 박삼진
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.1
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    • pp.19-31
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    • 1999
  • One of the non-photorealistic rendering method, a drawing technique which uses only fine curves and dashed line, is widely employed in an knots and post stamps printing. Engraving of the curves and lines are traditionally performed by human engravers which leads to low productivity in printing preparation. As an effort to improve productivity and quality, a drawing automation method which can easily produce a portrait composed of vector data for laser or chemical engraving is proposed. The method shows that it is possible to draw a portrait by controling the width and length of predefined fine lines according to the gray scales a the end points of each fine lines. A gradually controled weighting factor method is proposed in addition to the author previous works to prevent undesirable boundaries in an identical texture region. User interface functions of a commercial CAD system are heavily employed to exploit the presented method.

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Novel Kernel Design for Implementing Volume Rendering in the PyCUDA Framework (PyCUDA 프레임워크에서 볼륨 렌더링을 구현하기 위한 새로운 커널 디자인)

  • Lee, SooHo;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.349-351
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    • 2022
  • 본 논문에서는 계산양이 큰 볼륨 렌더링을 구현할 수 있는 파이썬 기반의 CUDA(Computed Unified Device Architecture) 커널(Kernel) 디자인에 대해서 소개한다. 최근에 파이썬은 인공지능뿐만 아니라 서버, 보안, GUI, 데이터 시각화, 빅 데이터 처리 등 다양한 분야에서 활용이 되고 있기 때문에 인터페이스만을 위한 언어라는 색을 탈피한지 오래이다. 본 논문에서는 대용량 병렬처리 기법인 NVIDIA의 CUDA를 이용하여 파이썬 환경에서 커널을 디자인하고, 계산양이 큰 볼륨 렌더링이 빠르게 계산되는 결과를 보여준다. 결과적으로 C언어 기반의 CUDA뿐만 아니라, 상대적으로 개발이 효율적인 파이썬 환경에서도 GPU(Graphic Processing Unit)기반 애플리케이션 개발이 가능하다는 것을 볼륨 렌더링을 통해 보여준다.

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A Dual Modeling Method for a Real-Time Palpation Simulator

  • Kim, Sang-Youn;Park, Se-Kil;Park, Jin-Ah
    • Journal of Information Processing Systems
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    • v.8 no.1
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    • pp.55-66
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    • 2012
  • This paper presents a dual modeling method that simulates the graphic and haptic behavior of a volumetric deformable object and conveys the behavior to a human operator. Although conventional modeling methods (a mass-spring model and a finite element method) are suitable for the real-time computation of an object's deformation, it is not easy to compute the haptic behavior of a volumetric deformable object with the conventional modeling method in real-time (within a 1kHz) due to a computational burden. Previously, we proposed a fast volume haptic rendering method based on the S-chain model that can compute the deformation of a volumetric non-rigid object and its haptic feedback in real-time. When the S-chain model represents the object, the haptic feeling is realistic, whereas the graphical results of the deformed shape look linear. In order to improve the graphic and haptic behavior at the same time, we propose a dual modeling framework in which a volumetric haptic model and a surface graphical model coexist. In order to inspect the graphic and haptic behavior of objects represented by the proposed dual model, experiments are conducted with volumetric objects consisting of about 20,000 nodes at a haptic update rate of 1000Hz and a graphic update rate of 30Hz. We also conduct human factor studies to show that the haptic and graphic behavior from our model is realistic. Our experiments verify that our model provides a realistic haptic and graphic feeling to users in real-time.

Color Quality Evaluation of High Color Rendering White LEDs According to Phosphor Types and Composition Ratio (형광체 종류와 조성비에 따른 고연색 백색 LED의 색품질 평가)

  • Jeong, Hee Suk;Ryeom, Jeongduk
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.30 no.7
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    • pp.463-468
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    • 2017
  • Eight types of LED packages were manufactured according to the type and composition ratio of phosphors by using commercially available white LED phosphors. CRI (Ra), a conventional color quality evaluation method was evaluated by using manufactured white LED; the Rf, Rg, color vector graphic, and color distortion graphic were evaluated with a new method, IES TM-30-15. The results of the evaluation confirmed that the new method compensated for the disadvantages of CRI, which was found to be inadequate when the color was saturated. The added evaluation index identified the chroma variation and color change. Furthermore, the study showed that the changes of Rf and Rg are small when controlling phosphors based on CRI, questioningthe necessity of identifyingchroma variation and color change.

Graphic Deformation Algorithm for Haptic Interface System (촉각시스템을 위한 그래픽 변형 알고리즘)

  • Kang, Won-Chan;Jeong, Won-Tae;Kim, Young-Dong;Shin, Suck-Doo
    • Proceedings of the KIEE Conference
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    • 2002.06a
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    • pp.67-71
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    • 2002
  • In this paper, we propose a new deformable model based on non-linear elasticity, anisotropic behavior and the finite element method and developed the high-speed controller for haptic control. The proposed controller is based on the PCI/FPGA technology, which can calculate the real position and transmit the force data to device rapidly, The haptic system is composed of 6DOF force display device, high-speed controller and HIR library for 3D graphic deformation algorithm & haptic rendering algorithm. The developed system will be used on constructing the dynamical virtual environment. we demonstrate the relevance of this approach for the real-time simulating deformations of elastic objects. To show the efficiency of our system, we designed simulation program of force-reflecting, As the result of the experiment, we found that the controller has much higher resolution than some other controllers.

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A Prototype Implementation for 3D Feature Visualization on Cell Phone using M3G API

  • Lee, Ki-Won;Dong, Woo-Cheol
    • Korean Journal of Remote Sensing
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    • v.24 no.3
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    • pp.245-250
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    • 2008
  • According to public and industrial interests on mobile graphics, a preliminary implementation regarding 3D feature visualization system on cell phone was performed using M3G API, one of the de-facto standards for mobile 3D graphic API. Through this experiment, it is revealed that scene graph structure and 3D mobile file format supported from this API is useful one for 3D geo-modeling and rendering in mobile environment. It is necessary that 3D mobile graphic standards can be considered as one component of current mobile GIS services standards to provide value-added 3D GIS contents.

Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.22 no.5
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.