• Title/Summary/Keyword: Tile-Based

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A Design of a Tile-Based Rasterizer Using Varying Interpolator by Pixel Block Unit (Pixel Block 단위 Varying Interpolator를 적용한 타일기반 Rasterizer 설계)

  • Kim, Chi-Yong
    • Journal of IKEEE
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    • v.18 no.3
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    • pp.403-408
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    • 2014
  • In this paper, we propose a rasterizer architecture using varying interpolator which process several pixels at a time. Proposed rasterizer is able to handle 16 pixel at a time and output the color of up to 64. It can reduce the redundancy of calculation by configuring a matrix transformation and matrix calculation for rasterization, and it can enhance the speed of rasterizer by increasing the reusability. As a result, proposed rasterizer has improve 11% in color interpolation, 17% in the processing speed of the rasterizer by comparing with conventional research.

Design of DNS Services be Based on Voice (음성을 기반으로 하는 DNS 서비스의 설계)

  • 이학구;김평수;김선우;김영근
    • Proceedings of the IEEK Conference
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    • 2002.06a
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    • pp.307-310
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    • 2002
  • This paper is proposed due to the fact that resolving domain name with conventional input method to PDA is not so convenient. The substance of this paper is that a user Pronounces tile character which represents tile domain name and that vocalized character is transferred through the GATEWAY, where DNS service can be received in return. PDA receives, compress and send the voice to the GATEWAY, Then, the GATEWAY uncompress, recognizes the voice, converts to characters, search for the mapping entry After mapping to the mapping entry, the GATEWAY sends the DNS request. Combining two entities makes DNS service based on the human voice possible.

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A Neuro-Fuzzy Based Circular Pattern Recognition Circuit Using Current-mode Techniques

  • Eguchi, Kei;Ueno, Fumio;Tabata, Toru;Zhu, Hongbing;Tatae, Yoshiaki
    • Proceedings of the IEEK Conference
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    • 2000.07b
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    • pp.1029-1032
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    • 2000
  • A neuro-fuzzy based circuit to recognize circuit pat-terns is proposed in this paper. The simple algorithm and exemption from the use of template patterns as well as multipliers enable the proposed circuit to implement on the hardware of an economical scale. Furthermore, thanks to the circuit design by using current-mode techniques, the proposed circuit call achieve easy extendability of tile circuit and efficient pattern recognition with high-speed. The validity of the proposed algorithm and tile circuit design is confirmed by computer simulations. The proposed pattern recognition circuit is integrable by a standard CMOS technology.

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Impact-Response of Floor Construction Materials (바닥건축재료의 충결하중에 대한 반응)

  • Jang, Sang-Sik
    • Journal of the Korean Wood Science and Technology
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    • v.23 no.2
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    • pp.83-87
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    • 1995
  • Impact-bouncing height of steel balls dropped from 1m height on various floor materials were measured to evaluate impact-bouncing characteristics depending on floor materials and the effect of these properties on walkability and fatigue of humanbody. Stone and tile finished concrete floor showed the highest bouncing height of around 70%, and soil showed the lowest bouncing height of around 3%. The second highest bouncing height was about 40% which corresponded to terazo finished concrete floor and about twice as high as the bouncing height on concrete floor without finishing. The impact-bouncing height could be lowered to 15~20% by using gum tile on concrete floor. Steel showed similar bouncing height to concrete floor, and wood-based materials showed the second lowest bouncing height next to soil. Among wood-based materials, hardwood species having higher specific gravities showed relatively high bouncing height of 8~24%, softwood species having low specific gravities showed relatively lower bouncing height of 5~18%, and wood composites showed bouncing height of 8~18%. Among all the materials used in this study, wood-based floor materials corresponded to the bouncing height of 10~15% which is considered to be best for humanbody. Surface painting on wood-based materials increased the bouncing height, and the number of bouncing of steel balls after dropping from 1m height increased as the bouncing height increased.

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A Research of Spatial Metadata Model for Underground water Management System (지하수관리시스템의 공간 메타데이터 모델에 관한 연구)

  • Lee, Sang-Moon;Seo, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.229-237
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    • 2007
  • To solve of complex problems for access and management data stored in the very large spatial database system that need to constructed metadata for the physical and logical elements concerned with spatial and non-spatial data sets. Also, in the underground water management system which managed with spatial and non-spatial elements, need to spatial features metadata system based on feature-based. We, in this paper, proposed metadata model for the feature-based underground water management system using underground water meta-information inputted on the DXF formatted tile-based geological maps. Additional, we modeled metadata level of feature and data set and presented standard specification of underground water metadata.

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FPGA Implementation of Scan Conversion Unit using SIMD Architecture and Hierarchical Tile-based Traversing Method (계층적 타일기반 탐색기법과 SIMD 구조가 적용된 스캔변환회로의 FPGA 구현)

  • Ha, Chang-Soo;Choi, Byeong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.9
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    • pp.2023-2030
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    • 2010
  • In this paper, we present research results of developing high performance scan conversion unit and implementing it on FPGA chip. To increase performance of scan conversion unit, we propose an architecture of scan converter that is a SIMD architecture and uses tile-based traversing method. The proposed scan conversion unit can operate about 124Mhz clock frequency on Xilinx Vertex4 LX100 device. To verify the scan conversion unit, we also develop shader unit, texture mapping unit and $240{\times}320$ color TFT-LCD controller to display outputs of the scan conversion unit on TFT-LCD. Because the scan conversion unit implemented on FPGA has 311Mpixels/sec pixel rate, it is applicable to desktop pc's 3d graphics system as well as mobile 3d graphics system needing high pixel rates.

A Study on the Performance Evaluation Method of the Spatial Information Network based on GIS (인터넷 기반의 공간정보유통망 성능분석 방법에 관한 연구)

  • Jin, Heui-Chae;Si, Jong-Yik
    • Journal of Korea Spatial Information System Society
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    • v.1 no.1 s.1
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    • pp.29-37
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    • 1999
  • Recently, brisk up the construction of the spatial information, many people highly concern to tile information circulation of GIS. Each system like GIS has a structure of the information circulation to itself. In this paper, we study on the performance evaluation method of tile structure which to circulate tile spatial information based on the internet. To do this, we hypothesize values of content and scale of the geo-spatial information on each internet network and volumes of the information to circulate between internet networks. Then we suggest a method to evaluate the performance of the structure to aid the circulation of spatial information based on queueing model. Henceforth, with the volumes of data stored and circulated information of each GIS, this method can help to design the structure to circulate the GIS information more efficiently.

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Recovery of Nickel from Spent Electroless Nickel Plating Baths

  • Tanaka, Mikiya;Kobayashi, Mikio;Seki, Tsutomu
    • Proceedings of the IEEK Conference
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    • 2001.10a
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    • pp.270-274
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    • 2001
  • With Increasing importance of electroless nickel plating technology in many fields such as electronic and automobile industries, the treatment of the spent baths is becoming a serious problem. These spent baths contain iron and zinc as impurities, organic acids as complexing reagents, and phosphonate ions as oxidized species of tile reducing reagent. as well as several grams per liter of nickel. The spent baths are currently treated by conventional precipitation method. but a mettled with no sludge generation is desired. This work aims at establishing a recycling process of nickel from tile spent baths using solvent extraction. Extraction behaviors of nickel. iron. and zinc in various 쇼pes of real spent baths are investigated as a function of pH using LIX841, di (2-ethylhexyl)phosphoric acid (D2EHPA), and PC88A as tile extractants. Nickel is extracted by LIX84I at the equilibrium pH of more than 6 with high efficiency. For the weakly acid baths. iron and zinc are extracted by D2EHPA or PC88A without adjusting the pH of the baths leaving nickel in the aqueous phase. Stripping of nickel from LIX84I with sulfuric acid is also investigated. It is shown that concentrated nickel sulfate solution (> 100 ㎏-Ni/㎥) is obtained. This solution can be reused in the electroless plating process. Based on these findings, flow sheets for recovering nickel from the spent baths are proposed.

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A Tile Evaluating Algorithm for Orthodoxy Mahjong Based on a Probability Theory (확률론에 근거한 정통 마작의 패 평가 알고리즘)

  • Kim, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.6 no.2
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    • pp.154-161
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    • 2006
  • We introduce a tile grading algorithm for orthodoxy mahjong game. Mahjong is one of most popular board game in the world. In Mahjong, the most important part of skill is the worthless tile selecting method from one's own hands and discard it. To get the value of the tiles in one's hands, at first, we generate every possible cho by using each overlapped tiles. Given these cho, we make the configurable candidate from one's own tiles. At last, we select the best candidate from the candidates and evaluate the tiles depend on usefulness of configuring the cho.

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