• Title/Summary/Keyword: Lighting engine

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A Reconfigurable Lighting Engine for Mobile GPU Shaders

  • Ahn, Jonghun;Choi, Seongrim;Nam, Byeong-Gyu
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.15 no.1
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    • pp.145-149
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    • 2015
  • A reconfigurable lighting engine for widely used lighting models is proposed for low-power GPU shaders. Conventionally, lighting operations that involve many complex arithmetic operations were calculated by the shader programs on the GPU, which led to a significant energy overhead. In this letter, we propose a lighting engine to improve the energy-efficiency by supporting the widely used advanced lighting models in hardware. It supports the Blinn-Phong, Oren-Nayar, and Cook-Torrance models, by exploiting the logarithmic arithmetic and optimizing the trigonometric function evaluations for the energy-efficiency. Experimental results demonstrate 12.7%, 42.5%, and 35.5% reductions in terms of power-delay product from the shader program implementations for each lighting model. Moreover, our work shows 10.1% higher energy-efficiency for the Blinn-Phong model compared to the prior art.

A Study on Unreal Engine Lumen Lighting System for Visual Storytelling in Games

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.75-80
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    • 2024
  • Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.

Study on the Thermal Behavior of Immersion Cooled LED Lighting Engines (담금 냉각되는 LED 조명엔진의 열특성에 대한 연구)

  • Kim, Kyoung Joon
    • Journal of Power System Engineering
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    • v.18 no.3
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    • pp.87-92
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    • 2014
  • This study is aimed at investigating the thermal behavior of immersion-cooled high power LED lighting engines. 3D CFD models have been generated for the numerical analysis. Five cases in terms of the configuration of LED chips have been explored for various passive cooling conditions of the lighting engine, i.e., the natural air convection with a lens, the natural air convection without a lens, the deionized water-immersion cooling condition with a lens. The numerical study reveals that the deionized water-immersion cooled lighting engine has nearly twice better thermal performance than the natural air convection cooled lighting engine containing a lens. The investigation has also demonstrated that the four chips configuration has the better thermal performance than the single chip configuration.

Design of a Lighting Engine for Mobile 3D Graphics (모바일 3차원 그래픽을 위한 조명 연산 엔진 설계)

  • Kim, Dae-Kyung;Kim, Eun-Min;Lee, Chan-Ho
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.541-542
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    • 2008
  • We propose an architecture for a lighting engine for mobile 3D graphics. The proposed architecture has a variable pipeline depending on lighting effects and the number of lighting sources so that unnecessary operations and power consumption are minimized. We design a lighting engine basedon the proposed architecture using Verilog-HDL and synthesized it using a 0.25um CMOS standard cell library at 100MHz. The synthesis results show that it occupies 180,000 and 260,000 gates for 24bit and 32bit formats, respectively.

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150 W LED Streetlight Optimal Design Using 21 W LED Engine (21 W LED 엔진을 이용한 150 W급 가로등의 최적설계)

  • Shin, Wang-Soo;Lee, Seung-Min;Kim, Beom-Su;Park, Dae-Hee
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.29 no.1
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    • pp.62-67
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    • 2016
  • In this paper, the IES file was measured by applying a secondary optical lens to a 21 W LED engine, and the lighting calculation software RELUX was used to perform simulations with the data file of this measurement. For two-lane (two way) concrete paved roads, six LED engine are applied to each streetlight and simulation results show that Uo (uniformity) 0.56, UI (longitudinal uniformity) 0.86 and TI (threshold iIncrement) 9% which satisfies the required standards. RELUX was also used to LED streetlights by designing them in three dimensions, that is ${\pm}25%$ of the arm length of 2.8 m standardized by the road lighting standards of the Korea Expressway Corporation. Comparative analysis was carried out on adjustments were made in increments of 0.1 m that Uo, UI, and TI values in the range of arm lengths from 2.1 m~3.5 m. For the arm length range of 2.1 m~2.4 m, Uo was high, whereas UI was low. Therefore, we present the optimal light distribution values designed for an arm length of 2.5 m.

A Study of Color Scheme on Coastal Passenger Ship Seafarer's Workspace (연안여객선 선원의 작업공간 색채계획에 관한 연구)

  • Jin Park
    • Journal of Navigation and Port Research
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    • v.48 no.3
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    • pp.221-231
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    • 2024
  • The aim of this study was to enhance the safety and care of mental health for seafarer working in passenger ship workspaces. Brightness, color values, and color distribution were investigated with issues and improvement ways identified through seafarers' interviews. Firstly, previous studies, references, current policy, regulations, and accident case studies were reviewed. Color compositions of wheelhouse and engine room of M Ship were then surveyed in the field. Color values of each space were analyzed using a colorimeter. Colormeter analysis of brightness and color measurements in the wheelhouse and engine areas indicated that ceilings, walls, and floors were generally dark, with the engine area being very dark. Regarding color, green and blue were distributed in the ceiling of the wheelhouse and engine area, while red and blue were in the walls and floors of the wheelhouse and engine area. According to interviews with seafarers currently working at engine rooms, they responded about their experience of near miss incidents due to a decrepit indoor environment, a dark working environment, slippery and bright flooring, and stairs that were not suitable for domestic users. Thus, when installing lighting in the future, the brightness of the space should be improved by distinguishing between night and day. A lighting plan considering the location of lighting, level of shadow formation and contrast, reflectance of the facility, glare, color of light, floor color plan, and material selection is needed. A facility design suitable for domestic users is also needed.

An Experimental Study on the Farm Engine Driven by Rice Chaff Gas (왕겨가스 에 의한 農용石油機關 의 驅動 에 관한 硏究)

  • 이영재;조명제
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.7 no.2
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    • pp.233-239
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    • 1983
  • Gasification of rice chaff has traditionally been used to produce a clean fuel suitable for lighting, heating and engine application. Since oil crisis, a series of experimental study has been performed to drive a farm engine by agricultural wastes. We produced a combustible gas from rice chaff with a fixed bed up-draught gasifier system, and applied it to a conventional farm kerosene engine. This experiment was quite successful one. We could drive the farm engine with maximum horse power of 9 PS by rice chaff gas which was fairly competitive to the continuous horse power of 10 PS obtained when kerosene was used. Problems of tar existence in gas have been discussed, but we are confident that these can be solved in near future. Development and application of the gasification process will help our farm economy, not only by conserving petroleum oil but by utilizing agricultural wastes.

A Design of a Verification System for a 3D Graphic Geometry Engine (3D 그래픽 가속기를 위한 검증시스템의 설계 및 구현)

  • Song, In-Seok;Ha, Jin-Seok;Kim, Myung-Hwan;Lee, Kwang-Yeob;Jo, Tae-Hyun
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.663-666
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    • 2005
  • The geometry stage, which performs the transformation and lighting operations of vertices, became the critical part in 3D graphics pipeline. In this paper, we have planned and designed the Geometry Processor for the better and more efficient way to process the real-time 3D using the floating point unit. We also designed a verification system for Geometry engine. It is implemented with Xilinx-Virtex2 and Visual C++.NET. In the Synopsis, we confirmed 100 MHz performance and 137107 cell area of Geometry Engine.

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Technology Trend of Gasoline Electronic Control Engine (가솔린 전자제어 엔진의 기술동향)

  • Jang, Kyung-Uk
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2000.10a
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    • pp.1-8
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    • 2000
  • Automotive electronics as we know it today encompasses a wide variety of devices and systems. Key to them all, and those yet to come. is the ability to sense and measure accurately automotive control parameters. In other words, sensors and actuators are the heart of any automotive electronics application. The important of sensors and actuators cannot be overemphasized. The future growth of automotive electronics is arguably more dependent on sufficiently accurate and low-cost sensors and actuators than on computers, controls, displays, and other technologies. Without them, all of controls system - engine. transmission. cruise, braking, traction, suspension, steering, lighting, windshield wipers, air conditioner/hearter - would not be possible. Those controls, of course, are key to car operation and they have made cars over the years more drivable, safe, and reliable. In this lecture, the principle and future trends of electronic control gasoline engine will be discuss.

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A Case Study on Morten Lasskogen's Cloud Series - Based on 3ds Max and Unreal Engine Technology -

  • JinXuan Zhao;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.96-101
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    • 2023
  • Digital art creation has become an indispensable part of today's society, but traditional digital art production methods have been difficult to meet the growing creative needs of artists. Therefore, this study takes the cloud series works of artist Morten Lasskogen as an example and explores the application value of 3D Max and Unreal Engine in digital art created by analyzing the lighting effects in the works of art. This research aims to form reference materials through actual case analysis and provide artists with more efficient ideas for digital art creation.