• Title/Summary/Keyword: Open GL

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Integrated Control System of SCARA Robot Based on Off-Line Programming (오프라인 프로그래밍을 이용한 스카라 로봇의 통합제어 시스템 설계)

  • 정경규
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2000.04a
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    • pp.188-193
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    • 2000
  • We developed a Off-Line Graphic Simulator which can simulate a robot model in 3D graphics space in Windows 95 version. 4 axes SCARA robot was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the off-line program system in the Windows 95' graphic user interface i\environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, y Silicon Graphics, Inc. were utilized for 3D graphics.

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Intergrated Control System Design of SCARA Robot Based-On Off-Line Programming (오프라인 프로그래밍을 이용한 스카라 로봇의 통합제어시스템 설계)

  • 한성현;정동연
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.11 no.3
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    • pp.21-27
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    • 2002
  • In this paper, we have developed a Widows 98 version Off-Line Programming System which can simulate a Robot model in 3D Graphics space. The SCARA robot with four joints (FARA SM5)was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the OLP system in the Widows 98's GUI environment was also studied. The developing language is Microsoft Visual C++. Graphic 1ibraries, OpenGL, by silicon Graphics, Inc. were utilized for 3D Graphics.

Integrated Control System Design of SCARA Robot Based on Off-Line Programming (오프라인 프로그래밍을 이용한 스카라 로봇의 통합제어 시스템 설계)

  • 정동연;한성현
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.11 no.3
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    • pp.21-27
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    • 2002
  • We developed a Off-Line Graphic Simulator which can simulate a robot model in 3D graphics space in Windows 95 version. 4 ares SCARA robot was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the off-line program system in the Windows 95's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D graphics.

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The Development of Virtual Simulator for Agile Manufacturing System (민첩 생산 시스템을 위한 가상 시뮬레이터 개발)

  • 차상민
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 2000.04a
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    • pp.478-483
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    • 2000
  • In this study to cope with the decreasing product's life-cycle a virtual simulator to realize the simulation environment similar to a real manufacturing line is developed. The developed simulator plays a role in reducing the product conversion time by alternating manufacturing components and work plans on the simulation as manufacturing lines change and actuating a virtual manufacturing lines change and actuating a virtual manufacturing line before a real production. The developed simulator realized a virtual manufacturing line on the simulation using various manipulators and work cells as manufacturing components. Also It can be shown that the simulator can cope with rapid change of a manufacturing line by developing a interface that a separate process is managed for each manufacturing module and a manipulator component and a work cell are changed for a user to become convenient to teach tasks of each work module. using Microsoft Visual C++ 6.0 and OpenGL of Silicon Graphics for libraries to realize 3-dimensional graphic and constructing a database system, a hybrid type of hierachical and relational model to develop a progra that has efficiency and standardization.

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DEVELOPMENT OF PRE/POST PROCESSOR PROGRAM FOR NUFLEX (NUFLEX의 전후처리장치 개발)

  • Kim, Sa-Ryang;Yeo, Jae-Hyun;Won, Chan-Shik;Hur, Nahm-Keon
    • 한국전산유체공학회:학술대회논문집
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    • 2007.04a
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    • pp.91-94
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    • 2007
  • A GUI based pre/post processor program, which is based on the MFC and OpenGL library in the Windows O/S, hee been developed for NUFLEX Using this program, users are able to generate and modify structured or unstructured grid geometries, set all the parameters for the solver, and observe the results of the simulation in graphic view by vector or scalar plots. The mesh geometry data can be imported from or exported to other programs by supporting functions for reading from and writing to CGNS data format files.

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An Internet-based Dimensional Verification System for Reverse Engineering (역설계를 위한 인터넷 기반의 치수검증 시스템)

  • Song, In-Ho;Kim, Kyung-Don;Chung, Sung-Chong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.27 no.8
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    • pp.1409-1417
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    • 2003
  • In the 21st century, the concept of remote design and manufacture is strongly required in manufacturing processes to reduce cost and time-to-market. The objective of this paper is the development of an internet-based dimensional verification system for reverse engineering. An inspection client can register measurement data at the developed web server. Collaborators related to the development of a new product can confirm geometrical form from measurement data, check dimensional information and mark up the important parts, as well as make a statement of their views through the Internet. The developed system is realized through the ActiveX-Server architecture. Functions of the dimensional verification module are constructed as ActiveX by using the visual C++ and OpenGL. The usefulness of the developed system is confirmed through a case study.

A Cycle-Accurate Simulation Environment for Shader Architecture (쉐이더 구조를 위한 마이크로 아키텍쳐 시뮬레이션 환경)

  • Han Sang-Won;Lee Won-Jong;Han Tack-Don
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.196-198
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    • 2006
  • Shader architecture is one of the fastest growing fields in the ever advancing 3D graphics, and massive amounts of Ideas and technologies are being introduced to the market continuously. In this paper, we present a flexible cycle-accurate simulation environment to accelerate and alleviate the process of developing and verifying these ideas and technologies. Combination of 3D graphics API and hardware simulator allows OpenGL applications to be emulated off-the-shelf for a given shader micro-architecture. Easily modified parameters allow the simulation environment to be tailored to specific demands or requirements.

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Representation of Highlight in Cylindrical Indoor Scene (실내 원통형 영상에서의 하이라이트 표현 기법)

  • 권구주;신병석;한창호
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.622-624
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    • 2001
  • 영상기반 렌더링(image-based rendering) 기법은 전통적인 컴퓨터 그래픽 기법과는 다르게 장면 생성 시 복잡한 3차원 정보들을 2차원 영상들의 조합으로 표현하여 렌더링 하는 방법이다. 그 중에서 원통맵을 이용한 렌더링은 파노라마 영상을 이요해 관찰자에게 보다 빠르게 실시간으로 장면을 렌더링하여 보여준다. 이러한 영상기반 렌더링에서도 ㅅㄹ제감을 보다 더 높이기 위해서는 빛과 빛에 의해 생기는 그림자, 하이라이트의 역할이 매우 중요하다. 하지만 파노라마 영상의 경우 미리 촬영된 영상들을 사용하므로 실시간으로 동적인 광원의 변화와 그로인한 그림자와 하이라이트 부분을 표현하기 위해서는 변화된 영상들을 재촬영하여 새로운 파노라마 영상을 제작해야 한다. 본 논문에서는 OpenGL을 이용하여 실내 공간을 표현한 원통 영상 기반 환경 맵에서 광원의 위치변화에 의해 가상 하이라이트 (virtual highlight)의 움직임을 파노라마 이미지의 재 촬영 없이 몇 가지 기하학 정보만으로 계산하여 표현해 주는 방법을 제안한다.

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Acceleration Techniques for 3D Texture Based Volume Rendering using GPU (GPU를 이용한 3차원 텍스쳐 기반 볼륨 렌더링의 속도 향상 기법)

  • Lee Joong-Youn;Koo Gee-Bum
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06a
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    • pp.118-120
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    • 2006
  • 최신 GPU는 일반 CPU보다 10배 이상 빠른 연산능력을 갖추고 있는데다가 사용자가 직접 프로그래밍 할 수 있기 때문에 이를 이용한 고속 볼륨 렌더링 알고리즘에 대한 연구가 활발하게 진행되고 있다. 그러나 스트림 프로세싱에 특화 돼있는 GPU의 특성상 early ray termination과 empty space skipping을 구현하는 것이 쉽지만은 않다. 특히 지금까지 제안됐던, 프록시 도형(proxy geometry)을 사용하는 볼륨 렌더링 알고리즘은 empty space skipping은 비교적 효율적으로 구현하지만 early ray termination의 지원은 상대적으로 미비했다. 본 논문에서는 스텐실 버퍼와 OpenGL 확장(extension)을 이용한 2-Pass 알고리즘을 통해서 early ray termination과 empty space skipping을 동시에 구현하는 방법을 제시하고, 그 성능을 측정했다.

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The Effect of Ability to Balance Sensory Integration Exercise for Adults (고유수용성감각운동이 성인의 균형능력에 미치는 효과)

  • Jang, Sang-Hun;Lee, Jin
    • Journal of Korean Physical Therapy Science
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    • v.24 no.2
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    • pp.36-44
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    • 2017
  • Background: To determine the effect of proprioceptive exercise(PE) on muscle activation and balance of healthy subjects. Methods: 20 subjects were randomly assigned to proprioceptive exercise(PE, n=10) and general exercise group(GE, n=10). To measure muscle activation of the lower limb and balance. For evaluation of muscle activation(Tibialis anterior, Gastrocnemius lateral and medial head), the Electromyogram was used, and balance was measured using the one-leg standing test, OLST. Results: Tibialis anterior(TA), Gastrocnemius medial head(GM) and Gastrocnemius lateral head(GL) muscle activations were significantly (p<0.05) improved in PE group and GE group. and significantly difference between groups(p<0.05). Regarding balance, eye open and close OLST were significantly (p<0.05) increased in PE group and GE group. and significantly difference between groups(p<0.05). Conclusion: Proprioceptive exercise can improve muscle activation of the lowe limb and balance in subjects.