• Title/Summary/Keyword: Hybrid Rendering

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A Hybrid Texture Coding Method for Fast Texture Mapping

  • Cui, Li;Kim, Hyungyu;Jang, Euee S.
    • Journal of Computing Science and Engineering
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    • v.10 no.2
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    • pp.68-73
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    • 2016
  • An efficient texture compression method is proposed based on a block matching process between the current block and the previously encoded blocks. Texture mapping is widely used to improve the quality of rendering results in real-time applications. For fast texture mapping, it is important to find an optimal trade-off between compression efficiency and computational complexity. Low-complexity methods (e.g., ETC1 and DXT1) have often been adopted in real-time rendering applications because conventional compression methods (e.g., JPEG) achieve a high compression ratio at the cost of high complexity. We propose a block matching-based compression method that can achieve a higher compression ratio than ETC1 and DXT1 while maintaining computational complexity lower than that of JPEG. Through a comparison between the proposed method and existing compression methods, we confirm our expectations on the performance of the proposed method.

Development of a Rich Media Framework for Hybrid IPTV (하이브리드 IPTV를 위한 리치 미디어 프레임워크 개발)

  • Sung, Min-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.6
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    • pp.631-636
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    • 2010
  • With the growing trends of communication- broadcasting convergence, a hybrid IPTV that supports both IP network-based on-demand media and terrestrial or cable-based broadcast media is gaining attraction. This paper proposes a rich media framework for hybrid IPTV with support of the latest H.264 codec. For this purpose, we design and implement a media component and a RIA run-time engine customized for TV with the hybrid media. The media component has been designed to provide a uniform and efficient application interface to the various playback methods for RF broadcast and IP-based stored or live media. For performance and portability, it exploits media stream abstraction, adaptive on-demand I-frame search, and automatic calculation of play duration. Based on the proposed media interface, we develop a RIA run-time prototype. It has been carefully designed to fully utilize the built-in graphic acceleration hardware for optimized rendering in the resource-constrained IPTV environments. Demonstration and experiment results validate the performance and usefulness of the developed framework. The framework is expected to be used effectively to support graphics and hybrid media in the applications of IPTV-based VOD, advertisement, and education.

Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.97-106
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    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

Hybrid Elastic Model for Volumetric Deformation and Real-time Haptic Simulation (볼륨 변형과 실시간 햅틱 시뮬레이션을 위한 하이브리드 탄성체 모델)

  • Cho, Jae-Hwan;Kim, Seok;Park, Jin-Ah
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.68-73
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    • 2009
  • As various haptic algorithms and haptic equipments have developed, the computer simulation includes the haptic simulation. Basically, the haptic simulation requires very fast refresh rate approximately 1000 Hz. The traditional haptic simulations have satisfied that requirement by simplifying the target model. In soft body simulation, simplifying the deformation is not good because the visual feedback is important. Separating haptic model from deformable model can be solution of that problem. However, the user may feel a subtle distiction because the relationship between two models are not clear. In this paper, we propose the hybrid model to manipulate haptic rendering and deformation and define the relationship between two models.

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Ergonomic evaluation of stereoscopic contents for a museum exhibition

  • Abe, N.;Ohta, K.;Kawai, T.;Ando, K.;Kakinuma, T.;Fujita, K.;Kudo, N.
    • Journal of Information Display
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    • v.12 no.3
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    • pp.159-165
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    • 2011
  • This research entailed the production of stereoscopic 3D (S3D) contents using 2D-to-S3D conversion for exhibition at a museum and subjective evaluation. Hybrid production combining S3D images of existing live-action videos using the 2D-to-S3D conversion technology and computer graphic ones created via stereo rendering was conducted. Design and control of the chronological analysis of the parallactic angle was conducted on the produced contents, using binocular information as well as subjective evaluations, with the intent of conducting an investigation on the characteristics of such contents from the perspectives of the producers and viewers. An investigation was also conducted on the effects of the viewing position on the impressions of the S3D images.

Nanocrystalline $Y_3Al_5O_{12}$:Ce Phosphor-Based White Light-Emitting Diodes Embedded with CdS:Mn/ZnS Core/Shell Quantum Dots

  • Kim, Jong-Uk;Lee, Dong-Kyoon;Lee, Jong-Jin;Yang, Hee-Sun
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.588-590
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    • 2008
  • Yellow-emitting $Y_3Al_5O_{12}$:Ce nanocrystalline phosphor and orange-emitting CdS:Mn/ZnS core/shell quantum dots were prepared by a modified polyol and a reverse micelle chemistry, respectively. To compensate a poor color rendering index of YAG:Ce nanocrystalline phosphor due to the lack of red spectral component, CdS:Mn/ZnS quantum dots were blended into YAG:Ce. Based on spectral evolutions in the blended systems, hybrid white light emitting diodes are fabricated and characterized.

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An Efficient Real-Time Rendering of Large Molecular Models based on GPU (GPU 기반의 효율적인 거대 분자의 실시간 렌더링 기법)

  • Lee, Jun;Park, Sung-Jun;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.3
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    • pp.19-22
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    • 2005
  • 정보생물학 분야에 있어서 분자 구조를 3차원으로 렌더링하여 보여주는 것은 매우 중요한 작업이다. 특히 분자의 표면 렌더링은 분자의 3차원 구조 분석 등에 중요하게 사용된다. 그러나 분자 표면 렌더링을 수행하기 위해서는 많은 양의 폴리곤이 필요하게 된다. 특히 대장균 바이러스와 같은 분자량이 많은 거대 분자를 자연스럽게 렌더링 하기 위해서는 고가의 그래픽 전용 워크스테이션을 사용해야 한다. 본 논문에서는 저렴한 일반 PC 급 시스템에서도 거대 분자를 무리 없이 렌더링 할 수 있는 효율적인 알고리즘을 제안하였다. 제안하는 알고리즘은 높은 속도와 좋은 화질을 유지할 수 있는 Hybrid Point & Polygon 렌더링 기법이다. 이 알고리즘은 계층적인 자료구조인 옥트리(Octree)를 사용하였으며 최적의 성능을 내기 위하여 GPU가 작업을 처리한다. 제안된 알고리즘의 성능 평가는 일반 PC급에서 수행되었으며 특히 그래픽 카드 2개를 병렬로 연결하여 높은 성능을 낼 수 있는 SLI(Scalable Link Interface) 환경에서 평가를 수행하였다.

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Effective rendering of large molecular models (거대 분자의 효율적인 렌더링 기법)

  • Lee Jun;Park Sungjun;Kim Jee-In
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.241-243
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    • 2005
  • 정보생물학 분야에 있어서 분자 구조를 3차원으로 렌더링하여 보여주는 것은 매우 중요한 작업이다. 특히 분자의 표면 렌더링은 분자 구조를 분석 하는데 필요한데, 렌더링을 하는데 있어서 폴리곤이 많이 필요하게 된다. 특히 분자량이 많은 거대 분자를 3차원으로 렌더링 하기 위해서는 고가의 그래픽 전용 워크스테이션을 사용하게 된다. 본 논문에서는 저렴한 일반 PC 급 시스템에서도 거대 분자를 렌더링 할 수 있는 알고리즘을 제안 하였다. 제안하는 알고리즘에는 옥트리(Octree)를 전처리로 사용한 Hybrid Point & Polygon 렌더링 기법을 적용 하였다. 각 렌더링 과정은 최적의 성능을 내기 위하여 GPU가 작업을 처리한다.

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Hybrid Down-Sampling Method of Depth Map Based on Moving Objects (움직임 객체 기반의 하이브리드 깊이 맵 다운샘플링 기법)

  • Kim, Tae-Woo;Kim, Jung Hun;Park, Myung Woo;Shin, Jitae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.11
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    • pp.918-926
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    • 2012
  • In 3D video transmission, a depth map being used for depth image based rendering (DIBR) is generally compressed by reducing resolution for coding efficiency. Errors in resolution reduction are recovered by an appropriate up-sampling method after decoding. However, most previous works only focus on up-sampling techniques to reduce errors. In this paper, we propose a novel down-sampling technique of depth map that applies different down-sampling rates on moving objects and background in order to enhance human perceptual quality. Experimental results demonstrate that the proposed scheme provides both higher visual quality and peak signal-to-noise ratio (PSNR). Also, our method is compatible with other up-sampling techniques.

A Study on Realistic Sound Reproduction for UHDTV (UHDTV를 위한 실감 오디오 재현 기술)

  • Jang, Daeyoung;Seo, Jeongil;Lee, Yong Ju;Yoo, Jae-Hyoun;Park, Taejin;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.68-81
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    • 2015
  • Owing to the latest development of component and media processing technologies, UHDTV as a successor of the HDTV is expected that this will be coming soon realization. Accordingly, an audio technology that provides a 5.1-channel surround sound in home should be contemplating on what services should be provided with the advent of UHDTV era. In fact, however, the market of 5.1-channel audio is struggling, due to the difficulty of installation and maintenance of the multi speakers in a home. Meanwhile, the movie sound market for a long time been used in 5.1 and 7.1-channel sound formats, have changed as Dolby ATMOS, IOSONO, AURO3D etc. are launched one after another with the introduction of hybrid audio technologies that include the ceiling and object-based sounds. This very object-based audio technology is assured to be introduced in the home theater and broadcast audio market, and this change in audio technology is expected to be a breath of pioneering technological advances and market growth from the channel-based audio market that lacks flexibility. In this paper, we will investigate a suitable realistic audio solution for UHDTV, and introduce hybrid audio technologies, which is expected to be an audio technology for UHDTV, and we will describe the hybrid audio content format and reproduction methods in a home and consider the future prospects of realistic audio.