• Title/Summary/Keyword: Hybrid Rendering

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Evaluation of Information Representation Goodness-of-fit According to Protein Visualization Pattern (단백질 가시화 형태에 따른 정보표현적합도 평가)

  • Byeon, Jaehee;Choi, Yoo-Joo;Suh, Jung-Keun
    • Journal of Internet Computing and Services
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    • v.16 no.2
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    • pp.117-125
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    • 2015
  • The information about protein structure gives the clues for the function of protein. It is needed for the improvement for the efficacy and fast development of protein drugs. So, the studies visualizing the structure of protein effectively increase. Most studies of visualization focus on the structural prediction for protein or the improvement on the rendering speed. However, studies of information delivery depending on the form of protein visualization are very limited. The major objective of this study is to analyze the information representation goodness-of-fit for the patterns of the hybrid visualization with primary and secondary structures of protein. Those hybrid visualizations included the patterns which updated current representative visualization services, Chimera, PDB and Cn3D. Information factor to analyze information representation goodness-of-fit is assorted by protein primary structure, secondary protein structure, the location of amino acid and ratio information about protein secondary structure, based on the result of subject-analysis. Subject is the group of experts who are involved in protein drug development over 5 years. The result of this study shows the meaningful difference in the information representation goodness-of-fit by the patterns of hybrid visualization and proves the difference in the information by the pattern of visualization.

Highly Luminescent (Zn0.6Sr0.3Mg0.1)2Ga2S5:Eu2+ Green Phosphors for a White Light-Emitting Diode

  • Jeong, Yong-Kwang;Cho, Dong-Hee;Kim, Kwang-Bok;Kang, Jun-Gill
    • Bulletin of the Korean Chemical Society
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    • v.33 no.8
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    • pp.2523-2528
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    • 2012
  • Green phosphors $(Zn_{1-a-b}M_aM^{\prime}_b)_xGa_yS_{x+3y/2}:Eu^{2+}$ (M, M' = alkali earth ions) with x = 2 and y = 2-5 were prepared, starting from ZnO, MgO, $SrCO_3$, $Ga_2O_3$, $Eu_2O_3$, and S with a flux $NH_4F$ using a conventional solidstate reaction. A phosphor with the composition of $(Zn_{0.6}Sr_{0.3}Mg_{0.1})_2Ga_2S_5:Eu^{2+}$ produced the strongest luminescence at a 460-nm excitation. The observed XRD patterns indicated that the optimized phosphor consisted of two components: zinc thiogallate and zinc sulfide. The characteristic green luminescence of the $ZnS:Eu^{2+}$ component on excitation at 460 nm was attributed to the donor-acceptor ($D_{ZnGa_2S_4}-A_{ZnS}$) recombination in the hybrid boundary. The optimized green phosphor converted 17.9% of the absorbed blue light into luminescence. For the fabrication of light-emitting diode (LED), the optimized phosphor was coated with MgO using magnesium nitrate to overcome their weakness against moisture. The MgO-coated green phosphor was fabricated with a blue GaN LED, and the chromaticity index of the phosphor-cast LED (pc-LED) was investigated as a function of the wt % of the optimized phosphor. White LEDs were fabricated by pasting the optimized green (G) and the red (R) phosphors, and the commercial yellow (Y) phosphor on the blue chips. The three-band pc-WLED resulted in improved color rendering index (CRI) and corrected color temperature (CCT), compared with those of the two-band pc-WLED.

Synthesis of Ocean Wave Models and Simulation Using GPU (바다물결 모형의 합성 및 GPU를 이용한 시뮬레이션)

  • Lee, Dong-Min;Lee, Sung-Kee
    • The KIPS Transactions:PartA
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    • v.14A no.7
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    • pp.421-434
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    • 2007
  • Among many other CG generated natural scenes, the representation of ocean surfaces is one of the most complicated and time-consuming problem because of its large extent and complex surface movement. We present a hybrid method to represent and animate unbound deep-water ocean surfaces by utilizing graphics processor as both simulation and rendering core. Our technique is mainly based on spectral approaches that generate a high-detailed height field using Fourier transform on a 2D regular grid. Additionally, we incorporate Gerstner model and generate low-detailed height field on a 2D projected grid in order to represent large waves and main structure of ocean surface. There is no interruption between CPU and GPU, and no need to transfer simulation results from the system memory to graphics hardware because the entire simulation and rending processes are done on graphics processor. As a result we can synthesize and render realistic water surfaces in real-time. Proposed techniques are readily adoptable to real-time applications such as computer games that have heavy work load on CPU but still demand plausible natural scenes.

Novel Robust High Dynamic Range Image Watermarking Algorithm Against Tone Mapping

  • Bai, Yongqiang;Jiang, Gangyi;Jiang, Hao;Yu, Mei;Chen, Fen;Zhu, Zhongjie
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.9
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    • pp.4389-4411
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    • 2018
  • High dynamic range (HDR) images are becoming pervasive due to capturing or rendering of a wider range of luminance, but their special display equipment is difficult to be popularized because of high cost and technological problem. Thus, HDR images must be adapted to the conventional display devices by applying tone mapping (TM) operation, which puts forward higher requirements for intellectual property protection of HDR images. As the robustness presents regional diversity in the low dynamic range (LDR) watermarked image after TM, which is different from the traditional watermarking technologies, a concept of watermarking activity is defined and used to distinguish the essential distinction of watermarking between LDR image and HDR image in this paper. Then, a novel robust HDR image watermarking algorithm is proposed against TM operations. Firstly, based on the hybrid processing of redundant discrete wavelet transform and singular value decomposition, the watermark is embedded by modifying the structure information of the HDR image. Distinguished from LDR image watermarking, the high embedding strength can cause more obvious distortion in the high brightness regions of HDR image than the low brightness regions. Thus, a perceptual brightness mask with low complexity is designed to improve the imperceptibility further. Experimental results show that the proposed algorithm is robust to the existing TM operations, with taking into account the imperceptibility and embedded capacity, which is superior to the current state-of-art HDR image watermarking algorithms.