• Title/Summary/Keyword: Three Dimensional Graphics

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GPU-based Monte Carlo Photon Migration Algorithm with Path-partition Load Balancing

  • Jeon, Youngjin;Park, Jongha;Hahn, Joonku;Kim, Hwi
    • Current Optics and Photonics
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    • v.5 no.6
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    • pp.617-626
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    • 2021
  • A parallel Monte Carlo photon migration algorithm for graphics processing units that implements an improved load-balancing strategy is presented. Conventional parallel Monte Carlo photon migration algorithms suffer from a computational bottleneck due to their reliance on a simple load-balancing strategy that does not take into account the different length of the mean free paths of the photons. In this paper, path-partition load balancing is proposed to eliminate this computational bottleneck based on a mathematical formula that parallelizes the photon path tracing process, which has previously been considered non-parallelizable. The performance of the proposed algorithm is tested using three-dimensional photon migration simulations of a human skin model.

An Architecture of a high efficient ALU for 3D Graphics Shader Processor (3D 그래픽 쉐이더 프로세서를 위한 고효율 연산기 구조)

  • Kim, Woo-Young;Lee, Bo-Haeng;Lee, Kwang-Yeob;Park, Tae-ryung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.229-232
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    • 2009
  • In this paper, we propose a new programmable shader architecture based on an effective ALU operation. Today's mobile devices need the programmable shader processor for a three-dimensional(3D) graphics. The programmable shader processors require a lager ALU than a fixed pipeline ALU used previously. The proposed ALU architecture is able to execute two different arithmetic operations at the same time. Two instructions which need exclusive ALU operations are inserted into instruction decoders in parallel. Experimental results show the number of instruction cycles can be substantially reduced up to 40%.

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An algorithm for ultrasonic 3-dimensional reconstruction and volume estimation

  • Chin, Young-Min;Park, Sang-On;Woo, Kwang-Bang
    • 제어로봇시스템학회:학술대회논문집
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    • 1987.10a
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    • pp.791-796
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    • 1987
  • In this paper, an efficient algorithm to estimate the volume and surface area from ultrasonic imaging and a reconstruction algorithm to generate three-dimensional graphics are presented. The computing efficiency is Improved by using the graph theory and the algorithm to determine proper contour points is performed by applying several tolerances. The search for contour points is limited by the change in curvature in order to provide an efficient search of the minimum cost path. These algorithms are applied to a selected mathematical model of ellipsoid. The results show that the measured value of the volume and surface area for the tolerances of 1.0005, 1.001 and 1.002 approximate to the measured values for the tolerance of 1.000 resulting in small errors. The reconstructed 3-dimensional Images are sparse and consist of larger triangular tiles between two cross sections as tolerance is increased.

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A Study on the Visualization of Ship Hull using Computer Graphics Techniques (컴퓨터 그래픽스 기법을 이용한 선체곡면 가시화 연구)

  • H. Shin;K.W. Park
    • Journal of the Society of Naval Architects of Korea
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    • v.29 no.3
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    • pp.15-20
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    • 1992
  • This paper outlines the methods of visualizing 3-dimensional free form surfaces employing the Painter's algorithm, especially for the ship hull forms which are defined as open uniform Bi-cubic B-spline surfaces. The computer graphic codes are developed for the transparent wire-frame, the hidden surface removal and the shading visualization techniques, The codes are applied to the ship hull 3-dimensional surface visualization and the color graphic figures are displayed. Also Gaussian curvature is displayed on the color plots of the isoparametric net of the ship hull surface.

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A study on N-dimensional quad-tree decomposition

  • Yi, Cheon-Hee;Yi, Jae-Young
    • Journal of the Semiconductor & Display Technology
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    • v.8 no.1
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    • pp.43-48
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    • 2009
  • We have examined the problem of the number of quad-tree blocks that an n-dimensional rectangle will be decomposed into on the average. the contribution of this paper are both practical and theoretical. In this paper, we develops the overlapping multi-scale models and the region quad-tree models which is useful in computer graphics animation, image processing, pattern recognition and also for modeling three dimensional objects. These models, which represent something of a conceptual departure from other models developed for multi-scale framework were developed with the specific interest of producing smooth estimates.

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Direction of Three Dimensional Graphics Software in Desktop PC (PC 환경에서의 3차원 그래픽스 소프트웨어 동향)

  • Jang, Ho-Uk;Baek, Nak-Hun;Jeon, Mi-Seon;Lee, Ui-Taek
    • Electronics and Telecommunications Trends
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    • v.11 no.4 s.42
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    • pp.205-220
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    • 1996
  • 본 고에는 현재 산업계와 실생활에 전반적으로 큰 영향을 미치고 있는 3차원 그래픽스의 세계적인 개발 동향과 전망을 PC환경을 중심으로 분석하고 상용 3차원 그래픽스 소프트웨어들이 제공하는 기능을 분석하여, 향후 첨단 영상물 제작에 필요한 3차원 그래픽스 소프트웨어가 갖추어야 할 개발 전략과 요구 사항을 제시하고자 한다.

A Visualization Method of Gravitational Lensing by Gravitational Sources in Three Dimensional Space

  • Shinotsuka, Satsuki;Makino, Mitsunori
    • Proceedings of the IEEK Conference
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    • 2000.07b
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    • pp.1092-1095
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    • 2000
  • Computer graphics(CG) is one of the most useful tools by which we can easily understand visible/invisible natural phenomena. Namely, phenomena in the universe is attractive one because of its beauty and invisibility on the earth. For gravitational tensing phenomena, a ray tracing algorithm is proposed based on a lens-plane. In the method, position of gravitational sources is restricted. In this paper an improved visualization method is proposed, which can represent more complex situation than the previous method.

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Dragging Body Parts in 3D Space to Direct Animated Characters (3차원 공간 상의 신체 부위 드래깅을 통한 캐릭터 애니메이션 제어)

  • Lee, Kang Hoon;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.2
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    • pp.11-20
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    • 2015
  • We present a new interactive technique for directing the motion sequences of an animated character by dragging its specific body part to a desired location in the three-dimensional virtual environment via a hand motion tracking device. The motion sequences of our character is synthesized by reordering subsequences of captured motion data based on a well-known graph representation. For each new input location, our system samples the space of possible future states by unrolling the graph into a spatial search tree, and retrieves one of the states at which the dragged body part of the character gets closer to the input location. We minimize the difference between each pair of successively retrieved states, so that the user is able to anticipate which states will be found by varying the input location, and resultantly, to quickly reach the desired states. The usefulness of our method is demonstrated through experiments with breakdance, boxing, and basketball motion data.

A Study on the Swing Path and Plane of the Club in Golf Swing (골프 클럽의 스윙궤도와 스윙면에 대한 고찰)

  • Sung, Rak-Joon
    • Korean Journal of Applied Biomechanics
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    • v.14 no.1
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    • pp.99-115
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    • 2004
  • In order to Know the correct swing methods in golf swing it is important to understand the whole swing path but also the concept of swing plane. But, most amateur golfers don't Know the concept of swing plane well. Therefore this study was trying to make a good material that makes the concept of swing plane easy to understand. A good swing motion data was obtained from a professional golfer using the three-dimensional DLT method. This swing motion was divided into 10 phases and evaluated using the concept of swing plane. The result of the analyze show a good matches between the path of the club and swing plane. This result was summarized as a 3 dimensional graphics to provide a good material to teach the golf swing well.

Non-manifold Modeling Data Structure Based on Open Inventor (Open Inventor에 기초한 비다양체 모델링 자료구조)

  • 박상호;이호영;변문현
    • Korean Journal of Computational Design and Engineering
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    • v.3 no.3
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    • pp.154-160
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    • 1998
  • In this study, we implement the prototype modeler with non-manifold data structure using Open Inventor. In these days, Open Inventor is a popular tool for computer graphics applications, even though Open Inventor could not store topological information including a non-manifold data structure which can represent an incomplete three dimensional shape such as a wireframe and a dangling surface during designing. Using Open Inventor, our modeler can handle a non-manifold model whose data structure is based on the radial edge data structure. A model editor is also implemented as an application which can construct a non-manifold model from two dimensional editing.

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