• Title/Summary/Keyword: Open GL

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An Establishment Case of Welding Robot OLP System Using 3D Design Model Information (설계모델정보를 이용한 용접로봇 OLP 시스템 구축 사례)

  • Oh, Sung-Kwan;Chai, Beam-Ho;Eun, Sean-Ho;Sung, Chang-Jae
    • Special Issue of the Society of Naval Architects of Korea
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    • 2007.09a
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    • pp.43-47
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    • 2007
  • In this paper, we will introduce how we utilize 3D design model information at factory automation field with welding robot OLP system which is in using at out shipyard. At this area, so far, most of design information is used in NC data generation for steel cutting, but we can utilize 3D model information at more wide and complex area likes robot welding. Moreover, OpenGL which is a graphic library can be possible to verify robot NC data is correct or not through 3D simulation even if some one is not a expert at robot handling.

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Stereoscopic 3D Modelling Approach with KOMPSAT-2 Satellite Data

  • Tserennadmid, T.;Kim, Tae-Jung
    • Korean Journal of Remote Sensing
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    • v.25 no.3
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    • pp.205-214
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    • 2009
  • This paper investigates stereo 3D viewing for linear pushbroom satellite images using the Orbit-Attitude Model proposed by Kim (2006) and using OpenGL graphic library in Digital Photogrammetry Workstation. 3D viewing is tested with KOMPSAT-2 satellite stereo images, a large number of GCPs (Ground control points) collected by GPS surveying and orbit-attitude sensor model as a rigorous sensor model. Comparison is carried out by two accuracy measurements: the accuracy of orbit-attitude modeling with bundle adjustment and accuracy analysis of errors in x and y parallaxes. This research result will help to understand the nature of 3D objects for high resolution satellite images, and we will be able to measure accurate 3D object space coordinates in virtual or real 3D environment.

Development of Mobile 3D Terrain Viewer with Texture Mapping of Satellite Images

  • Kim, Seung-Yub;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.22 no.5
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    • pp.351-356
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    • 2006
  • Based on current practical needs for geo-spatial information on mobile platform, the main theme of this study is a design and implementation of dynamic 3D terrain rendering system using spaceborne imagery, as a kind of texture image for photo-realistic 3D scene generation on mobile environment. Image processing and 3D graphic techniques and algorithms, such as TIN-based vertex generation with regular spacing elevation data for generating 3D terrain surface, image tiling and image-vertex texturing in order to resolve limited resource of mobile devices, were applied and implemented by using graphic pipeline of OpenGL|ES (Embedded System) API. Through this implementation and its tested results with actual data sets of DEM and satellite imagery, we demonstrated the realizable possibility and adaptation of complex typed and large sized 3D geo-spatial information in mobile devices. This prototype system can be used to mobile 3D applications with DEM and satellite imagery in near future.

Matrix Addition & Scalar Multiplication on the GPU (GPU 기반 행렬 덧셈 및 스칼라 곱셈 알고리즘)

  • Park, Sangkun
    • Journal of Institute of Convergence Technology
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    • v.8 no.1
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    • pp.15-20
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    • 2018
  • Recently a GPU has acquired programmability to perform general purpose computation fast by running thousands of threads concurrently. This paper presents a parallel GPU computation algorithm for dense matrix-matrix addition and scalar multiplication using OpenGL compute shader. It can play a very important role as a fundamental building block for many high-performance computing applications. Experimental results on NVIDIA Quad 4000 show that the proposed algorithm runs 21 times faster than CPU algorithm and achieves performance of 16 GFLOPS in single precision for dense matrices with size 4,096. Such performance proves that our algorithm is practical for real applications.

XML-GL Query Modelling using UML Class Diagram (UML 클래스 다이어그램을 이용한 XML-GL 질의 모델링)

  • Choi, Bong-Jin;Yoo, Chun-Sik;Kim, Yong-Sung
    • The KIPS Transactions:PartB
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    • v.14B no.1 s.111
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    • pp.23-32
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    • 2007
  • Nowadays, XML has been favored by many companies internally and externally as a means of sharing and distributing data, due to its open-architectural structure. XML-GL, a graphical query language for document has the advantage of containing both structuring and defining of itself. By incorporating UML an XML document can become object-oriented and can be represented by graphical means. This paper proposes a XML-GL query modeling solution by using UML class diagrams. In order for the modeled objects to be properly restricted, the Object Constraint Language has been defined. This process converts XML documents into Object-Oriented data and combined with UML class diagrams, searches for XML documents can be increased.

Cloning and Characterization of GL-7-ACA Acylase Gene from Pseudomonas sp. GK16

  • LEE, YOUNG-SIK;HAN-CHUL YANG;SUNG-SOO PARK
    • Journal of Microbiology and Biotechnology
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    • v.6 no.6
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    • pp.375-380
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    • 1996
  • The gene coding for glutaryl-7-aminocephalosporanic acid (GL-7-ACA) acylase was cloned from Pseudomonas sp. GK16 and some of its characteristics were analyzed. The complete nucleotide sequence revealed that the putative open reading frame is 2160 bases long and encodes 720 amino acids. By SDS-PAGE three proteins, approximately corresponding to 70, 54 and 16 kDa of molecular weight, were detected in E. coli cells carrying pGAP18. The largest protein should be a precursor which is not processed yet, while the other two proteins must be derived from the precursor by the proteolytic processing.

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INVARIANT DIFFERENTIAL OPERATORS ON THE MINKOWSKI-EUCLID SPACE

  • Yang, Jae-Hyun
    • Journal of the Korean Mathematical Society
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    • v.50 no.2
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    • pp.275-306
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    • 2013
  • For two positive integers $m$ and $n$, let $\mathcal{P}_n$ be the open convex cone in $\mathbb{R}^{n(n+1)/2}$ consisting of positive definite $n{\times}n$ real symmetric matrices and let $\mathbb{R}^{(m,n)}$ be the set of all $m{\times}n$ real matrices. In this paper, we investigate differential operators on the non-reductive homogeneous space $\mathcal{P}_n{\times}\mathbb{R}^{(m,n)}$ that are invariant under the natural action of the semidirect product group $GL(n,\mathbb{R}){\times}\mathbb{R}^{(m,n)}$ on the Minkowski-Euclid space $\mathcal{P}_n{\times}\mathbb{R}^{(m,n)}$. These invariant differential operators play an important role in the theory of automorphic forms on $GL(n,\mathbb{R}){\times}\mathbb{R}^{(m,n)}$ generalizing that of automorphic forms on $GL(n,\mathbb{R})$.

Design of a 3D Graphics Geometry Accelerator using the Programmable Vertex Shader (Programmable Vertex Shader를 내장한 3차원 그래픽 지오메트리 가속기 설계)

  • Ha Jin-Seok;Jeong Hyung-Gi;Kim Sang-Yeon;Lee Kwang-Yeob
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.9 s.351
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    • pp.53-58
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    • 2006
  • A Vertex Shader is designed to show more 3D graphics expressions, and to increase flexibility of the fixed function T&L (Transform and Lighting) engine. Design of this Shader is based on Vertex Shader 1.1 of DirectX 8.1 and OpenGL ARB. The Vertex Shader consists of four floating point ALUs for vectors operation. The previous 32bits floating point data type is replaced to 24bits floating point data type in order to design the Vertex Shader that consume low-power and occupy small area. A Xilinx Virtex2 300M gate module is used to verify behaviour of the core. The result of Synopsys synthesis shows that the proposed Vertex Shader performs 115MHz speed at the TSMC 0.13um process and it can operate as the rate of 12.5M Polygons/sec. It shows the complexity of 110,000 gates in the same process.

A New Mapping Algorithm for Depth Perception in 3D Screen and Its Implementation (3차원 영상의 깊이 인식에 대한 매핑 알고리즘 구현)

  • Ham, Woon-Chul;Kim, Seung-Hwan
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.6
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    • pp.95-101
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    • 2008
  • In this paper, we present a new smoothing algorithm for variable depth mapping for real time stereoscopic image for 3D display. Proposed algorithm is based on the physical concept, called Laplacian equation and we also discuss the mapping of the depth from scene to displayed image. The approach to solve the problem in stereoscopic image which we adopt in this paper is similar to multi-region algorithm which was proposed by N.Holliman. The main difference thing in our algorithm compared with the N.Holliman's multi-region algorithm is that we use the Laplacian equation by considering the distance between viewer and object. We implement the real time stereoscopic image generation method for OpenGL on the circular polarized LCD screen to demonstrate its real functioning in the visual sensory system in human brain. Even though we make and use artificial objects by using OpenGL to simulate the proposed algorithm we assure that this technology may be applied to stereoscopic camera system not only for personal computer system but also for public broad cast system.

Web-Based Distributed Visualization System for Large Scale Geographic Data (대용량 지형 데이터를 위한 웹 기반 분산 가시화 시스템)

  • Hwang, Gyu-Hyun;Yun, Seong-Min;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.835-848
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    • 2011
  • In this paper, we propose a client server based distributed/parallel system to effectively visualize huge geographic data. The system consists of a web-based client GUI program and a distributed/parallel server program which runs on multiple PC clusters. To make the client program run on mobile devices as well as PCs, the graphical user interface has been designed by using JOGL, the java-based OpenGL graphics library, and sending the information about current available memory space and maximum display resolution the server can minimize the amount of tasks. PC clusters used to play the role of the server access requested geographic data from distributed disks, and properly re-sample them, then send the results back to the client. To minimize the latency happened in repeatedly access the distributed stored geography data, cache data structures have been maintained in both every nodes of the server and the client.