• Title/Summary/Keyword: Hierarchical Transmission

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A Real-time Single-Pass Visibility Culling Method Based on a 3D Graphics Accelerator Architecture (실시간 단일 패스 가시성 선별 기법 기반의 3차원 그래픽스 가속기 구조)

  • Choo, Catherine;Choi, Moon-Hee;Kim, Shin-Dug
    • The KIPS Transactions:PartA
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    • v.15A no.1
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    • pp.1-8
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    • 2008
  • An occlusion culling method, one of visibility culling methods, excludes invisible objects or triangles which are covered by other objects. As it reduces computation quantity, occlusion culling is an effective method to handle complex scenes in real-time. But an existing common occlusion culling method, such as hardware occlusion query method, sends objects' data twice to GPU and this causes processing overheads once for occlusion culling test and the other is for rendering. And another existing hardware occlusion culling method, VCBP, can test objects' visibility quickly, but it neither test bounding volume nor return test result to application stage. In this paper, we propose a single pass occlusion culling method which uses temporal and spatial coherency, with effective occlusion culling hardware architecture. In our approach, the hardware performs occlusion culling test rapidly with cache on the rasterization stage where triangles are transformed into fragments. At the same time, hardware sends each primitive's visibility information to application stage. As a result, the application stage reduces data transmission quantity by excluding covered objects using the visibility information on previous frame and hierarchical spatial tree. Our proposed method improved maximum 44%, minimum 14% compared with S&W method based on hardware occlusion query. And the performance is increased 25% and 17% respectively, compared to maximum and minimum performance of CHC method which is based on occlusion culling method.

Wavelet Image Coding according to the Activity Regions (활성 영역에 따른 웨이브렛 영상 부호화)

  • Park, Jeong-Ho;Kim, Dae-Jung;Gwak, Hun-Seong
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.2
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    • pp.30-38
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    • 2002
  • In this paper, we propose a new method for image coding which efficiently use the relationship between the properties of spatial image and its wavelet transform. Firstly, an original image is decomposed into several layers by the wavelet transform, and simultaneously decomposed into 2$^n$$\times$2$^n$blocks. Each block is classified into two regions according to their standard deviation, i.e., low activity region(LAR) and high activity region(HAR). The region with low frequency in spatial domain does not only appears as zero regions in wavelet frequency domain like HL, LH, and HH but also gives little influence to the quality of reconstructed image. The other side, the high frequency regions are related to significant coefficients which gives much influence to image reconstruction. In this paper, we propose a image coding method to obtain high compression rate at low bit rate by these properties. The LAR region is encoded by LAR coding method which is proposed in this paper, the HAR by a technique similar to bitplane coding in hierarchical tree. Simulation results show that th,$\boxUl$ proposed coding method has better performance than EZW and SPIHT schemes in terms of image quality and transmitted bit rates, can be successfully applied to the application areas that require of progressive transmission.

Accelerating GPU-based Volume Ray-casting Using Brick Vertex (브릭 정점을 이용한 GPU 기반 볼륨 광선투사법 가속화)

  • Chae, Su-Pyeong;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.17 no.3
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    • pp.1-7
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    • 2011
  • Recently, various researches have been proposed to accelerate GPU-based volume ray-casting. However, those researches may cause several problems such as bottleneck of data transmission between CPU and GPU, requirement of additional video memory for hierarchical structure and increase of processing time whenever opacity transfer function changes. In this paper, we propose an efficient GPU-based empty space skipping technique to solve these problems. We store maximum density in a brick of volume dataset on a vertex element. Then we delete vertices regarded as transparent one by opacity transfer function in geometry shader. Remaining vertices are used to generate bounding boxes of non-transparent area that helps the ray to traverse efficiently. Although these vertices are independent on viewing condition they need to be reproduced when opacity transfer function changes. Our technique provides fast generation of opaque vertices for interactive processing since the generation stage of the opaque vertices is running in GPU pipeline. The rendering results of our algorithm are identical to the that of general GPU ray-casting, but the performance can be up to more than 10 times faster.

Modularization of Automotive Product Architecture: Evidence from Passenger Car (자동차 아키텍처의 모듈화: 승용차 사례를 중심으로)

  • Kwak, Kiho
    • Journal of Technology Innovation
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    • v.27 no.2
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    • pp.37-71
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    • 2019
  • How has the passenger car's architecture evolved? In the meantime, the discussions on the car architecture have been mixed, i.e., integral, modular, and the coexistence of two types. Therefore, in this study, we aim to develop two indices can measure the degree of modularization of passenger car and its all modules using global trade data. By applying the indices to the framework of architecture positioning that reflects the hierarchical structure of a product, we examined that the degree of modularization of the passenger car architecture has been enhanced. Meanwhile, the degree of modularization differs across the modules that make up the car. Specifically, we observed the higher degree of modularization in front-end, cockpit and seat modules. Whereas, we found that body module had a relatively low degree of modularization. In particular, we observed that the platform of passenger car has notably modularized due to carmakers' efforts to achieve model diversification and reduction of cost and period in new product development at the same time. Interestingly, we showed that three modules, i.e., engine, chassis (relatively less modularized), and transmission (relatively highly modularized), had a different level of modularization, even if they commonly make up the platform. We contribute to the suggestion for analytical approaches that examine the degree of modularization and its progress longitudinally. In addition, we propose the necessity of decomposition of a system into elements in a study of product architecture, considering the possibly distinctive progress of modularization across the elements.