• Title/Summary/Keyword: OpenGL API

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Design of a Variable-Length Instruction based on a OpenGL ES 2.0 API (OpenGL ES 2.0 API 기반 가변길이 명령어 설계)

  • Lee, Kwang-Yeob
    • Journal of IKEEE
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    • v.12 no.2
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    • pp.118-123
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    • 2008
  • The Khronos group releases OpenGL ES 2.0 API specification bringing streamlined shader programming to graphics processor of embedded system. For this reason, the mobile devices have need of graphics processor for supporting a OpenGL ES 2.0 API. We need to extend instruction`s length to support OpenGLES 2.0 API, so it needs more memory size. In this paper, we propose a new instruction format that offers availability for use the instructions. This proposed instruction adopt a variable length method and unit instruction architecture. This proposed instruction architecture that support to OpenGLES 2.0 API has consist of 32bit unit instructions up to 4 which can be combined for embellishing each other. Therefore, it can execute flexible instruction combination and reduce waste of instruction fields.

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OpenGL ES 2.0 Emulation on Desktop PCs (데스크탑 상에서의 OpenGL ES 2.0 에뮬레이션)

  • Baek, Nakhoon
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.4
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    • pp.125-128
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    • 2014
  • OpenGL ES(OpenGL for Embedded System) 2.0 is one of the most widely used 3D graphics API(application progrma interface) standard for smart phones and tablet PCs at this time. During programming with this API, they prefer desktop environment rather than the target mobile environment, which has relatively low computing power. Thus, we need to emulate the OpenGL ES 2.0 API on the desktop PCs, where only OpenGL API libraries are available. In this paper, we present technical difficulties and their solutions to emulate OpenGL ES 2.0 on desktop PCs. Our final implementation of OpenGL ES 2.0 emulation library works on desktop PCs and passed over more than 96% of the official CTS(conformance test suites) to prove the correctness of our implementation. Additionally, for the commercially available benchmark programs, our implementation shows equivalent execution speeds to the previous commercial OpenGL ES 2.0 implementations.

OpenGL ES 1.1 Implementation Using OpenGL (OpenGL을 이용한 OpenGL ES 1.1 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.159-168
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    • 2009
  • In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.

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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Implementing a set of Direct3D Functions on OpenGL (OpenGL을 이용한 Direct3D 기능의 구현)

  • Do, Joo-Young;Baek, Nak-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.19-27
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    • 2011
  • In this paper, we present an emulation library for the essential features and their API function calls provided by Direct3D, the most actively used API for computer game-related application programs on the MS-Windows-based desktop's, with OpenGL library in the Linux environment. In typical Linux-based systems, only the X window system and OpenGL graphics library are available. There are lots of needs for this kind of emulation library to convert the Direct3D-based game applications and user interfaces on these systems. Through carefully selecting the essential API functions from the DirectX version 9.0, we obtained the prototype implementation of that emulation library, to finally get the final full-scale DirectX implementation. Our implementation currently covers 3D coordinate transformations, light and material processing, texture mapping, simple animation features and more. We showed its feasibility through successfully executing a set of Direct3D demonstration programs including a real-world game character animation on our implementation.

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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On Visualization Simulation for Generation of Three Dimensional Sea State (3차원 해상상태 생성을 위한 가시화 시뮬레이션)

  • Sohn, Kyoung-Ho;Bae, Jun-Young;Kim, Yong-Min
    • Journal of Navigation and Port Research
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    • v.26 no.4
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    • pp.449-453
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    • 2002
  • Recently a ship manoeuvring simulator has been developed by Korea Maritime University. We are desiring to apply the movement of wave to the visual scene of sea state in the simulator. This paper discussed the calculation method and visualization simulation of three dimensional sea state using OpenGL API, and the possibility to apply calculation result to the simulator.

Behavior Engine for WebGL-based Interactive Contents (WebGL 기반의 상호작용 콘텐츠를 위한 행위 엔진)

  • Seo, Jin-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.862-865
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    • 2011
  • WebGL is a cross-platform web standard for a low-level 3D graphics API based on OpenGL ES 2.0 and presents 3D graphics in web browsers without installing extra plug-ins. The reason that WebGL is notable is because it is included in the HTML5 standard which is getting the spotlight as a next-generation RIA(Rich Internet Application) platform for variable devices such as PCs, smart phones, table PCs, and smart TVs. In this research, we would like to introduce and develop a behavior engine for easy and rapid authoring of complicated interactions and 3D object's behavior models in WebGL-based contents.

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OpenGL ES Compiler Implementation for Embedded Graphic Processor (임베디드 그래픽 프로세서를 위한 OpenGL ES 컴파일러 개발)

  • Im, Soo-Jun;Song, Jun-Sup;Shin, Dong-Kun
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.167-169
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    • 2012
  • 오늘날 휴대용 기기에서의 그래픽 처리 요구사항이 증가함에 따라 저전력, 저비용 그래픽 프로세서의 필요성이 대두되고 있다. 이에 따라 크로노스 그룹은 휴대기기를 위한 그래픽 API 표준인 OpenGL ES 2.0을 발표하였다. 본 논문에서는 OpenGL ES 2.0을 상정하여 구성된 그래픽 프로세서를 위한 쉐이더 컴파일러를 개발하고 최적화하는 연구를 수행하였다. 개발된 컴파일러는 OpenGL ESSL로 작성된 쉐이더 프로그램을 정상적으로 컴파일하고 동작시켰으며 타겟 GPU에 적합한 최적화 기법을 적용하여 쉐이더 프로그램의 크기를 최대 10%가량 절감하고 성능을 10~15%가량 향상시켰다.

A Prototype Implementation for 3D Animated Anaglyph Rendering of Multi-typed Urban Features using Standard OpenGL API

  • Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.23 no.5
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    • pp.401-408
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    • 2007
  • Animated anaglyph is the most cost-effective method for 3D stereo visualization of virtual or actual 3D geo-based data model. Unlike 3D anaglyph scene generation using paired epipolar images, the main data sets of this study is the multi-typed 3D feature model containing 3D shaped objects, DEM and satellite imagery. For this purpose, a prototype implementation for 3D animated anaglyph using OpenGL API is carried out, and virtual 3D feature modeling is performed to demonstrate the applicability of this anaglyph approach. Although 3D features are not real objects in this stage, these can be substituted with actual 3D feature model with full texture images along all facades. Currently, it is regarded as the special viewing effect within 3D GIS application domains, because just stereo 3D viewing is a part of lots of GIS functionalities or remote sensing image processing modules. Animated anaglyph process can be linked with real-time manipulation process of 3D feature model and its database attributes in real world problem. As well, this approach of feature-based 3D animated anaglyph scheme is a bridging technology to further image-based 3D animated anaglyph rendering system, portable mobile 3D stereo viewing system or auto-stereo viewing system without glasses for multi-viewers.