• 제목/요약/키워드: OPenGL

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Parallel Algorithm of Conjugate Gradient Solver using OpenGL Compute Shader

  • Va, Hongly;Lee, Do-keyong;Hong, Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.1-9
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    • 2021
  • OpenGL compute shader is a shader stage that operate differently from other shader stage and it can be used for the calculating purpose of any data in parallel. This paper proposes a GPU-based parallel algorithm for computing sparse linear systems through conjugate gradient using an iterative method, which perform calculation on OpenGL compute shader. Basically, this sparse linear solver is used to solve large linear systems such as symmetric positive definite matrix. Four well-known matrix formats (Dense, COO, ELL and CSR) have been used for matrix storage. The performance comparison from our experimental tests using eight sparse matrices shows that GPU-based linear solving system much faster than CPU-based linear solving system with the best average computing time 0.64ms in GPU-based and 15.37ms in CPU-based.

DESIGN AND IMPLEMENTATION OF FEATURE-BASED 3D GEO-SPATIAL RENDERING SYSTEM USING OPENGL API

  • Kim Seung-Yeb;Lee Kiwon
    • Proceedings of the KSRS Conference
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    • 2005.10a
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    • pp.321-324
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    • 2005
  • In these days, the management and visualization of 3D geo-spatial information is regarded as one of an important issue in GiS and remote sensing fields. 3D GIS is considered with the database issues such as handling and managing of 3D geometry/topology attributes, whereas 3D visualization is basically concerned with 3D computer graphics. This study focused on the design and implementation for the OpenGL API-based rendering system for the complex types of 3D geo-spatial features. In this approach 3D features can be separately processed with the functions of authoring and manipulation of terrain segments, building segments, road segments, and other geo-based things with texture mapping. Using this implementation, it is possible to the generation of an integrated scene with these complex types of 3D features. This integrated rendering system based on the feature-based 3D-GIS model can be extended and effectively applied to urban environment analysis, 3D virtual simulation and fly-by navigation in urban planning. Furthermore, we expect that 3D-GIS visualization application based on OpenGL API can be easily extended into a real-time mobile 3D-GIS system, soon after the release of OpenGLIES which stands for OpenGL for embedded system, though this topic is beyond the scope of this implementation.

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Animation of Snowy Scenery Using Texture Mapping and Particle Systems (텍스쳐 매핑과 파티클 시스템을 이용한 눈 내리는 전경의 애니메이션)

  • Lee, Sang-Rak
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.3-9
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    • 2003
  • This paper deals with animation of snowy scenery using texture mapping and particle system. Two different OpenGL programs were prepared and compared for implementation and evaluation of their performance. One used glPointSize(), and the other used glut SoildSphere(). Result of implementation revealed that the first was faster than the second. So the first is considered to be more useful for the slow PC. In relation to the first method, I found that control of shape of snow flake conflicts with that of color. Fortunately, I found out an esoteric method which handles the back ground image for scene that is used in texture mapping, I present that method.

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Implementation of Underwater Simulation of a Net using OpenMP (OpenMP 병렬프로그램을 이용한 그물의 수중형상 시뮬레이션 구현)

  • Park, Myeong-Chul;Park, Seok-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.11-17
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    • 2008
  • The net shape effects by the various vectors in underwater. Each particle of the net calculating the effect of all vectors augments an accuracy and reality. But, the time complexity becomes larger because of huge calculation. The previous techniques reduced a physics reality. And embodied the underwater virtual reality which augments visual reality with simulation. In this paper, parallel processing the particles, it embodied the simulation which is satisfied a physical reality and time reality. The parallel processing used the OpenMP, and the reality graphic expression used the OpenGL. The simulation which this paper Proposes will be the possibility becoming the fundamental data for a model analysis or a specialist system from game and marine field.

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Design and Implementation of 3D Geospatial Open Platform Based on HTML5/WebGL Technology (HTML5/WebGL 기반 3D 공간정보 오픈플랫폼 소프트웨어 설계 및 구현)

  • Kim, Min Soo;Jang, In Sung
    • Spatial Information Research
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    • v.23 no.6
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    • pp.57-66
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    • 2015
  • Recently, the utilization of geospatial open platforms has been constantly increased and the interest in 3D geospatial data such as terrain, building and shopping mall has been increased significantly. In particular, rather than simplified 3D geospatial data, interest in high-precision 3D geospatial data which similarly represents the real world objects has increased significantly. In order to satisfy the demand for such the high-precision 3D geospatial data, various kinds of 3D geospatial open platforms has been developed and has provided services on the web. However, most of the 3D geospatial open platforms have been used plug-in module in order to ensure a fast 3D rendering performance on the web, despite the many problems such as difficulty of the installation, no supporting of cross browser/operating system and security issues. In addition, recently, the existing 3D geospatial open platforms based on plug-in module are facing a serious problem, by declaring the NPAPI service interruption in Chrome and Firefox browsers. In this study, we presents the design and implementation of a new 3D geospatial open platform based on HTML5/WebGL technology without the use of plug-ins. Such the new 3D geospatial open platform based on HTML5/WebGL may support cross browsers such as IE, Chrome, Firefox, Safari and cross OS platforms such as Windows, Linux, Mac and mobile OS platforms.

An Efficient Skinned-Mesh Process For Mobile 3D Game Engine (모바일 3D 게임 엔진을 위한 효율적인 스킨드 메시 처리)

  • Cho, Jong-Keun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.87-93
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    • 2008
  • The game engine has executed an application after making a mobile 3D game engine which is based on mobile 3D standard graphic API using openGL-ES so far. But, We could not do it satisfactorily that contents compatibility of various types as a various low-level's function is supported. At this point, This study introduce a mobile 3D game engine which is based on mobile 3D standard graphic API using JSR-184 that supporting a high-level's API more than openGL-ES and optimizing to Java environment on J2ME in the center of GSM phone. Also, We shows that the proposed skinned-mesh scheme for enhancing the process speed of a 3D object on JSR-184 engine. The experimental results are shown.

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The Study on Packet Communication Scheduling Scheme for Mobile 3D Bluetooth Game Engine (모바일 3D 블루투스 게임 엔진을 위한 패킷통신 스케줄링 기법에 관한 연구)

  • Cho, Jong-Keun;Kim, Hyung-Il
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.197-202
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    • 2007
  • This study focused on design and implementation of Mobile 3D Bluetooth Game Engine based on OpenGL-ES. In Mobile 3D network game so far, there is a form the mainstream of wireless inter-net game using WAP and VM. But, VM game we popular because of an excessive communication expense problem for this mobile network game that occur when connect to wireless internet as point out to problem by it, that is, stand-alone game are very popular. This study introduce a mobile 3D Bluetooth Game Engine which is based on mobile 3D standard using OpenGL-ES to solve a problem like mobile network game generally that occur when connect to take pleasure a wireless internet from some people into a short distance. When the number of concurrent packet datum by Bluetooth terminal transfers to each other, we shows that the proposed scheduling scheme for enhancing the process speed up on Bluetooth.

Comparing Performance between OpenGL and Unity 3D on Desktop Environment (데스크탑에서의 OpenGL과 Unity 3D간의 성능 비교)

  • Kim, Min-Sang;Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1017-1019
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    • 2017
  • 데스크탑 성능의 상향과, 그래픽 소프트웨어의 발전으로 더욱 현실적이고 자연스러운 컴퓨터 그래픽을 지원하는 게임에 대한 수요가 증가하고 있다. 3D 게임 내에서 사용자들의 게임 수행 능력과 컴퓨터 그래픽의 자연스러움은 초당 프레임 수(FPS)에 비례하므로, 더 높은 초당 프레임 수를 보장한다면 발전된 게임 수행 능력을 기대할 수 있다. 따라서 본 논문에서는 크로스 플랫폼을 지원하는 대표적인 게임 엔진인 Unity 3D와 오픈 그래픽 라이브러리인 OpenGL 간의 초당 프레임 수를 비교한다. 이를 바탕으로 추후 3D 물체에 대한 자연스러운 움직임에 대한 연구를 수행할 수 있을 것으로 예상한다.

Design of a Vertex Program Virtual Machine on Mobile Platform (모바일 환경을 위한 정점 프로그램 가상머신 설계)

  • Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.2
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    • pp.56-63
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    • 2005
  • 모바일 환경에서 고급 그래픽스 기술을 적용하고자 하는 시도로 최근 3D 그래픽 엔진을 탑재한 단말기가 출시되고 있다. 이 단말기는 OpenGL ES 1.x 을 기준으로 고정된 파이프라인을 통해 그래픽 연산을 처리하고 있으므로 사용자가 다양한 그래픽 표현을 수행하는데 제약이 따른다. 최근 PC 환경의 그래픽 엔진에서는 고정 기능의 파이프라인이 아닌 프로그래밍 가능한 파이프라인을 제공하여 기존 고정 파이프라인에서 불가능했던 유연한 그래픽스 기술을 제공하고 있다. PC환경의 프로그래밍 가능한 파이프라인은 DirectX 와 OpenGL ARB Extension 그래픽 라이브러리에 의해 제공되고 있지만, 모바일 환경에서는 이를 지원하기 위한 관련 제품이 아직 출시되지 않고 있는 상태이다. 본 논문에서는 OpenGL ARB Extension 1.0 을 근거로 정점 프로세싱 과정을 프로그래밍 가능한 파이프라인 구조로 동작하도록 하는 모바일용 정점 프로그램 가상머신을 제시한다.

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