• Title/Summary/Keyword: Open GL

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Parallel Structure Design Method for Mass Spring Simulation (질량스프링 시뮬레이션을 위한 병렬 구조 설계 방법)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.55-63
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    • 2019
  • Recently, the GPU computing method has been utilized to improve the performance of the physics simulation field. In particular, in the case of a deformed object simulation requiring a large amount of computation, a GPU-based parallel processing algorithm is required to guarantee real-time performance. We have studied the parallel structure design method to improve the performance of the mass spring simulation method which is one of the methods of implementing the deformation object simulation. We used OpenGL's GLSL, a graphics library that allows direct access to the GPU, and implemented the GPGPU environment using an independent pipeline, the compute shader. In order to verify the effectiveness of the parallel structure design method, the mass - spring system was implemented based on CPU and GPU. Experimental results show that the proposed method improves computation speed by about 6,000% compared to the CPU Environment. It is expected that the lightweight simulation technology can be effectively applied to the augmented reality and the virtual reality field by using the design method proposed later in this research.

GLSL based Additional Learning Nearest Neighbor Algorithm suitable for Locating Unpaved Road (추가 학습이 빈번히 필요한 비포장도로에서 주행로 탐색에 적합한 GLSL 기반 ALNN Algorithm)

  • Ku, Bon Woo;Kim, Jun kyum;Rhee, Eun Joo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.1
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    • pp.29-36
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    • 2019
  • Unmanned Autonomous Vehicle's driving road in the national defense includes not only paved roads, but also unpaved roads which have rough and unexpected changes. This Unmanned Autonomous Vehicles monitor and recon rugged or remote areas, and defend own position, they frequently encounter environments roads of various and unpredictable. Thus, they need additional learning to drive in this environment, we propose a Additional Learning Nearest Neighbor (ALNN) which is modified from Approximate Nearest Neighbor to allow for quick learning while avoiding the 'Forgetting' problem. In addition, since the Execution speed of the ALNN algorithm decreases as the learning data accumulates, we also propose a solution to this problem using GPU parallel processing based on OpenGL Shader Language. The ALNN based on GPU algorithm can be used in the field of national defense and other similar fields, which require frequent and quick application of additional learning in real-time without affecting the existing learning data.

High-Speed Implementations of Block Ciphers on Graphics Processing Units Using CUDA Library (GPU용 연산 라이브러리 CUDA를 이용한 블록암호 고속 구현)

  • Yeom, Yong-Jin;Cho, Yong-Kuk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.3
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    • pp.23-32
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    • 2008
  • The computing power of graphics processing units(GPU) has already surpassed that of CPU and the gap between their powers is getting wider. Thus, research on GPGPU which applies GPU to general purpose becomes popular and shows great success especially in the field of parallel data processing. Since the implementation of cryptographic algorithm using GPU was started by Cook et at. in 2005, improved results using graphic libraries such as OpenGL and DirectX have been published. In this paper, we present skills and results of implementing block ciphers using CUDA library announced by NVIDIA in 2007. Also, we discuss a general method converting source codes of block ciphers on CPU to those on GPU. On NVIDIA 8800GTX GPU, the resulting speeds of block cipher AES, ARIA, and DES are 4.5Gbps, 7.0Gbps, and 2.8Gbps, respectively which are faster than the those on CPU.

ASTC Block-Size Determination Method based on PSNR Values (PSNR 값 기반의 자동화된 ASTC 블록 크기 결정 방법)

  • Nah, Jae-Ho
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.2
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    • pp.21-28
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    • 2022
  • ASTC is one of the standard texture formats supported in OpenGL ES 3.2 and Vulkan 1.0 (and later versions), and it has been increasingly used on mobile platforms (Android and iOS). ASTC's most important feature is the block size configuration, thereby providing a trade-off between compression quality and rates. With the higher number of textures, however, it is difficult to manually determine the optimal block sizes of each texture. To solve the problem, we present a new approach based on PSNR values to automatically determine the ASTC block size. A brute-force approach, which compresses a texture on all block sizes and compares the PSNR values of the compressed textures, can increase the compression time by up to 14 times. In contrast, our three-step approach minimizes the compression-time overhead. According to our experiments on a texture set including 64 various textures, our method determined the block sizes from 4×4 to 12×12 and reduced the size of compressed files by 68%.

Development of a Preprocessor Program for Articulated Total Body (ATB의 전처리 프로그램 개발)

  • Lee, Dong-Jae;Son, Kwon;Choi, Kyung-Hyun;Jeon, Kyu-Nam
    • Transactions of the Korean Society of Automotive Engineers
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    • v.10 no.5
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    • pp.214-222
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    • 2002
  • Computer simulations are widely used to analyze passenger safety in simulated traffic accidents. ATB, Articulated Total Body, is a computer simulation model developed to predict gross human body response to such dynamic environments as vehicle crashes and pilot ejections. ATB, whose code is open, has high flexibility and application capability that users can easily insert defined modules and functions. ATB is, however, inconvenient as it was coded in FORTRAN and it needs a formated input file. Moreover, it takes much time to make input files and to modify coding errors. This study aims to increase user friendliness by adding a preprocessor program, WINATB(WINdows ATB), to the conventional ATB. WINATB, programmed in Visual C++ and OpenGL, uses ATB IV as a dynamic solver. The preprocessor helps users prepare input files through graphic interface and dialog box. An additional postprocessor makes the graphical presentation of simulated results. In these case of the frontal crash, the rear impact and the side impact, the simulation results obtained by WINATB and MADYMO(MAthematical Dynamic Model) are compared to validate the effectiveness of WINAIB.

Development of a Program That Computes the Position of the Club Face Based on the Experimental Data (실험 데이터를 이용한 클럽 페이스 움직임 분석 프로그램 개발)

  • Park, Jin;Shin, Ki-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.20 no.2
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    • pp.231-237
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    • 2010
  • The moving trajectory of a golf ball is mainly determined by the angles of the clubface and the trajectory of the club shaft. This paper presents a computer program for analyzing the position and angles of the club while the club moves in a circular motion. For this purpose, a mathematical algorithm was developed and implemented on the experimental data(5 m and 10 m carries) using VC++ and OpenGL. A skilled female golfer(174 cm, 65 kg, 0 handicap) was participated in data collection for the short approach shots. An iron club(Titleist 52 degree, 91.5 cm length, 450 g mass), attached with five reflective markers(12 mm), was used to collect experimental data. However, exact 3D coordinates and angles of the clubface are not directly calculated from measured data. A reverse engineering platform(Minolta Vivid910 hardware and Rapidform software) was thus employed to acquire the scanned data of the clubface. The scanned data and measured data were first aligned by applying appropriate coordinate transformations, and then exact coordinates and angles of clubface could be obtained at each position during circular motion. The program(Club Motion Analysis 1.0) exports the open, heel, loft angles of the club.

Design and Implementation of a 3D Graphic Acceleration Device Driver for Embedded Systems (임베디드 시스템을 위한 3차원 그래픽 가속 장치 구동기의 설계 및 구현)

  • Kim, Seong-Woo;Lee, Jung-Hwa;Lee, Jong-Min
    • Journal of Korea Multimedia Society
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    • v.10 no.9
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    • pp.1209-1219
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    • 2007
  • It is difficult to run 3D graphics based application on the embedded system with hardware constraints. Therefore, such a system must have a systematic infrastructure which can process various operations with respect to 3D graphics through any graphic acceleration module. In this paper, we present a method to implement 3D graphics acceleration device driver on Tiny X platform which provide an open source graphics windowing environment. The proposed method is to initialize the driver step by step so that the direct rendering infrastructure can use it properly. Moreover, we evaluated overall 3D graphics performance of an implemented driver through a simple but effective benchmark program.

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Design and Implegmentation of an Enterprise Server for Component-based Geographic Information Systems (컴포넌트 기반 지리 정보 시스템을 위한 엔터프라이즈 서버의 설계 및 구현)

  • Lee, Kang-Jun;Hong, Dong-Suk;Park, Ji-Woong;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
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    • v.1 no.2 s.2
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    • pp.5-20
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    • 1999
  • Recently, the new software paradigm in information technology (IT) is the component-based development (CBD) technology that has brought as a result of the distributed computing environment (DCE). The CBD has reduced a program developing time and has been designed to make a distributed computing environment easier in the Internet and Intranet environments. These changes of software technology have influence on the geographic information system (GIS) and the CBD technology is highly needed as a point of view of the technique and policy of the geographic information system. In this paper, we designed and implemented an Enterprise Server for the efficient development and management of GIS components. Especially, the Enterprise Server was developed with the Enterprise JavaBeans Specification 1.1 that had been proposed as an industry standard by the Sun Microsystems. The Enterprise Server can allows users to manage the Unified Modeling Language (UML) and Design Patterns for the development of GIS components, develop a GIS component container which obeyed the Open Geodata Interoperability Specification (OpenGlS), manage spatial metadata through a spatial XML (eXtensible Markup Language) engine, and implement a TESTBED server for testing and verification of developed GIS components.

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Hardware Design of Arccosine Function for Mobile Vector Graphics Processor (모바일 벡터 그래픽 프로세서용 역코사인 함수의 하드웨어 설계)

  • Choi, Byeong-Yoon;Lee, Jong-Hyoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.727-736
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    • 2009
  • In this paper, the $arccos(cos^{-1})$ arithmetic unit for mobile graphics accelerator is designed. The mobile vector graphics applications need tight area, execution time, power dissipation, and accuracy constraints compared to desktop PC applications. The designed processor adopts 2nd-order polynomial approximation scheme based on IEEE floating point data format to satisfy speed and accuracy conditions and reduces area via hardware sharing structure. The arccosine processor consists of 15,280 gates and its estimated operating frequency is about 125Mhz at operating condition of $0.35{\mu}m$ CMOS technology. Because the processor can execute arccosine function within 7 clock cycles, it has about 17 MOPS(million arccos operations per second) execution rate and can be applicable to mobile OpenVG processor. And because of its flexible architecture, it can be applicable to the various transcendental functions such as exponential, trigonometric and logarithmic functions via replacement of ROM and minor hardware modification.

Evaluation of an Emotion-based IGA Fashion Design System Using Domain Knowledge (문제영역 지식을 활용한 감성기반 IGA 의상 디자인 시스템의 평가)

  • 김희수;조성배
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.116-118
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    • 1999
  • 일반적으로 컴퓨터를 이용한 디자인 지원 시스템은 많은 양의 수집된 데이터에 기반하기 때문에 계속해서 변화하는 유행에 대처할 수 없을 뿐만 아니라 개인의 취향을 반영하기도 어렵다. 이같은 문제점을 해결하기 위해 이 논문에서는 대화형 유전자 알고리즘(Interactive Genetic Algorithm : IGA)을 이용한 디자인 지원 시스템을 제안한다. IGA는 상호작용에서 얻어지는 사용자의 평가를 적합도 함수로 사용하는 유전자 알고리즘의 하나로, 일반적인 적합도 함수를 결정하기 어려운 디자인이나 예술 등의 문제 해결에 사용될 수 있다. 이때, 몇 개의 부분적인 곡선으로 의상의 디자인을 표현하였던 기존의 방법들과는 달리 전체 디자인을 목과 몸통, 팔과 소매, 치마와 허리선의 세 가지 부분 디자인으로 나누어 표현하는 문제영역 지식을 활용함으로써 좀 더 현실적인 여성복을 디자인할 수 있었다. 시스템의 인터페이스를 보완하기 위해 OpenGL이 사용되었으며, 실험 결과 지식기반 인코딩을 통한 IGA 의상디자인 시스템이 유용함을 알 수 있었다.

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