• Title/Summary/Keyword: Open GL

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Development of "Cook King" Application on I Phone (아이폰 "내 꿈은 요리왕" 어플리케이션 개발)

  • Hwang, Sun-Myung;Park, Jong-Suk;Lee, Kyoung-Won;Lee, Eun-Hye;Yeom, Hee-Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1376-1379
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    • 2011
  • 본 논문은 요리를 만드는 I-Phone어플리케이션에 관한 내용으로 Objective-C프로그래밍 기반으로 OpenGL 및 OpenCV를 이용하여 구현 하였다.기능적으로는 요리사에게 중요한 요리시간에 대한 정보를 제공하는 것이 타 요리 앱플리케이션과 차별화된 내용이며 보다 효율적인 요리 데이터 관리를 위해 데이터베이스 프로그램중 하나인 sqlite3를 사용하여 보다 나은 프로그램을 유지보수 및 관리하는 것이 목표로 하였다.

Implementation of Real-time Image Processing and Augmented Reality for Smart Mobile Phone (스마트폰을 이용한 실시간 영상처리와 증강현실의 구현)

  • Kim, Jae-Young;Jun, Hee-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.394-397
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    • 2011
  • 애플의 아이폰4 스마트폰에 OpenCV 라이브러리를 활용하여 실시간 처리가 가능한 영상처리 프로그램을 구현하였다. 구현된 영상처리 프로그램은 이치화, 적응이치화, 에지 추출, 외곽선 추출 등이며 Objective-C 언어로 버튼 등의 인터페이스를 사용하는 아이폰 앱으로 구현되었다. 또한 증강현실을 구현하기 위해 Wagner가 개발한 ARToolKitPlus 라이브러리의 각 단계를 분석하였으며, 이 라이브러리를 이용해 Loulier가 아이폰에 구현한 VRToolKit을 이용하여 가상물체를 실시간으로 증강하는 실험을 진행하였다. 가상물체는 OpenGL ES 함수를 사용해 텍스처맵핑 기법으로 제작한 지구 모형으로 실시간 증강시에도 매끄럽게 정합되는 결과를 얻었다. 본 연구는 향후 스마트폰에서의 얼굴인식 등의 영상처리 프로그램 개발 및 멀티마커의 인식 등의 증강현실 프로그램 개발의 기본 토대로 사용될 수 있다.

A Design of Floating-Point Geometry Processor for Embedded 3D Graphics Acceleration (내장형 3D 그래픽 가속을 위한 부동소수점 Geometry 프로세서 설계)

  • Nam Ki hun;Ha Jin Seok;Kwak Jae Chang;Lee Kwang Youb
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.2 s.344
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    • pp.24-33
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    • 2006
  • The effective geometry processing IP architecture for mobile SoC that has real time 3D graphics acceleration performance in mobile information system is proposed. Base on the proposed IP architecture, we design the floating point arithmetic unit needed in geometry process and the floating point geometry processor supporting the 3D graphic international standard OpenGL-ES. The geometry processor is implemented by 160k gate area in a Xilinx-Vertex FPGA and we measure the performance of geometry processor using the actual 3D graphic data at 80MHz frequency environment The experiment result shows 1.5M polygons/sec processing performance. The power consumption is measured to 83.6mW at Hynix 0.25um CMOS@50MHz.

A Study on the Development of a Korean Manual Alphabet Learning Game with Avatar (아바타를 내장한 한글 지문자 학습 게임 개발에 관한 연구)

  • Oh, Youung-Joon;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.67-80
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    • 2009
  • In this paper, we described the development of a Korean Manual Alphabet (KMA) learning game with avatar. KMA letters correspond to the vocabulary of Korean Sign Language (KSL) when spelling a word. Each KMA letter corresponds to a letter of the Korean Alphabet (KA) and KA is represented as hand shapes by sign language user. We developed a KMA learning game for a beginner to learn KMA letters from sign language avatar and practice KMA presentation easily. The system composed of sign language teacher avatar GUI popup window based on OpenGL, KMA letter recognition module, KA letter raining game module and USB camera. A user learns a KMA letter with expressing KA syllabic from avatar and inputs a KMA letter to the system using USB camera. We evaluated the efficiency of the developed system through the verification of users.

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A Hybrid Generation Method of Visual Effects for Mobile Entertainment Applications (모바일 엔터테인먼트 애플리케이션을 위한 혼합적 시각 효과 생성 방법)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.367-380
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    • 2015
  • This paper proposes a hybrid rendering method which combines pre-computed global illumination results and interactive local illumination techniques and thus could interactively produce photo-realistic visual effects for mobile entertainment applications. The proposed method uses the programmable shading capability of OpenGL, a de facto standard for computer graphics library so that it can be deployed in a real-world development environment. Also, it increases the rendering time by a negligible amount compared to normal rendering time since the pre-computed results are used as operands of plain arithmetic operations. Therefore it is expected to be applicable in practice for mobiles games which require real-time responsiveness to users.

A Study on the Depiction of ENC Features to Apply S-52 Standards Under the 3D Visualization Environment (3차원 가시화 환경에서 S-52 표준을 적용하기 위한 전자해도 객체의 표현방법에 관한 연구)

  • Lee, Hee-Yong
    • Journal of Navigation and Port Research
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    • v.40 no.6
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    • pp.369-374
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    • 2016
  • Recently, due to the rapid development of smart computing technology, there have been a lot of studies on 3D navigation, and consequently the advanced commercial 3D navigation system and 3D VTS system are on the market. Even the 3D technology is well known and wide spreaded, unfortunately, the secret of code behind is still unleashed. The purpose of this paper is to show the basic methodologies to display ENC features under 3D display environment to meet the requirement of S-52 standards. The OpenGL ES is used to develop 3D ENC Viewer for further use on mobile platforms and web based vessel monitoring system. P articularly, area object triangulation, complex line drawing, polygon pattern filling and symbol drawing by texture mapping are explained in detail. The result of performance test is shown as table for correlation of SENC file size to display speed.

Grid Acceleration Structure for Efficiently Tracing the Secondary Rays in Dynamic Scenes on Mobile Platforms (모바일 환경에서의 동적 장면의 효율적인 이차 광선 추적을 위한 격자 가속 구조)

  • Seo, Woong;Choi, Byeongjun;Ihm, Insung
    • Journal of KIISE
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    • v.44 no.6
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    • pp.573-580
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    • 2017
  • Despite the recent remarkable advances in the computing power of mobile devices, the heat and battery problems still restrict their performances, particularly compared to PCs. Therefore, in the application of the ray-tracing technique for high-quality rendering, the consideration of a method that traces only the secondary rays while the effects of the primary rays are generated through rasterization-based OpenGL ES rendering is worthwhile. Given that most of the rendering time is for the secondary-ray processing in such a method, a new volume-grid technique for dynamic scenes that enhances the tracing performance of the secondary rays with a low coherence is proposed here. The proposed method attempts to model all of the possible spatial secondary rays in a fixed number of sampling rays, thereby alleviating the visitation problem regarding all of the cells along the ray in a uniform grid. Also, a hybrid rendering pipeline that speeds up the overall rendering performance by exploiting the mobile-device CPU and GPU is presented.

Hardware-Accelerated Multipipe Parallel Rendering of Large Data Streams

  • Park, Sanghun;Park, Sangmin;Bajaj, Chandrajit;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.2
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    • pp.21-28
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    • 2001
  • As a result of the recent explosive growth of scientific data, extremely large volume datasets have become increasingly commonplace. While several texture-based volume rendering algorithms have been proposed, most of them focused on volumes smaller than the hardware's available texture memory. This paper presents a new parallel volume rendering scheme for very large static and time-varying data on a multipipe system architecture. Our scheme subdivides large volumes dynamically into smaller bricks, and assigns them adaptively to graphics pipes to minimize the costs of texture swapping. With the new method, Phong shaded images can be easily created by computing the gradients on the fly and using the color matrix feature of OpenGL. We report experimental results on an SGI Onyx2 for the various large datasets.

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A Development of Simulation System for 3D Path Planning of UUV (무인잠수정의 3차원 경로계획을 위한 시뮬레이션 시스템 개발)

  • Shin, Seoung-Chul;Seon, Hwi-Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.701-704
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    • 2010
  • In studying an autonomous navigation technique of UUV(Unmaned Underwater Vehicle), one of the many fundamental techniques is to plan a 3D path to complete the mission via realtime information received by sonar showing landscapes and obstacles. The simulation system is necessary to verify the algorithm in researching and developing 3D path planning of UUV. It is because 3D path planning of UUV should consider guide control, the dynamics, ocean environment, and search sonar models on the basis of obstacle avoidance technique. The simulation system developed in this paper visualizes the UUV's movement of avoiding obstacles, arriving at the goal position via waypoints by using C++ and OpenGL. Plus, it enables the user to setup the various underwater environment and obstacles by a user interface. It also provides a generalization that can verify path planning algorithm of UUV studied in any developing environment.

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Design of Square Root and Inverse Square Root Arithmetic Units for Mobile 3D Graphic Processing (모바일 3차원 그래픽 연산을 위한 제곱근 및 역제곱근 연산기 구조 및 설계)

  • Lee, Chan-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.3
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    • pp.20-25
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    • 2009
  • We propose hardware architecture of floating-point square root and inverse square root arithmetic units using lookup tables. They are used for lighting engines and shader processor for 3D graphic processing. The architecture is based on Taylor series expansion and consists of lookup tables and correction units so that the size of look-up tables are reduced. It can be applied to 32 bit floating point formats of IEEE-754 and reduced 24 bit floating point formats. The square root and inverse square root arithmetic units for 32 bit and 24 bit floating format number are designed as the proposed architecture. They can operation in a single cycle, and satisfy the precision of $10^{-5}$ required by OpenGL 1.x ES. They are designed using Verilog-HDL and the RTL codes are verified using an FPGA.