• 제목/요약/키워드: Virtual Vertex

검색결과 22건 처리시간 0.302초

Angular Effect of Virtual Vertices Inserted to Treat The Boundary Edges on an Infinite Conducting Surface

  • Hwang, Ji-Hwan;Kweon, Soon-Koo;Oh, Yisok
    • Journal of electromagnetic engineering and science
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    • 제13권1호
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    • pp.16-21
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    • 2013
  • This study presents the angular effects of virtual vertices inserted for effective treatment of the boundary edge laid on an infinite conducting surface in a half-space scattering problem. We investigated the angular effects of virtual vertices by first computing the radar cross section (RCS) of a specific scatterer; i.e., a tilted conducting plate in contact with the ground surface, by inserting the virtual vertex in half-space. Here, the electric field integral equation is used to solve this problem with various virtual vertex angles (${\theta}_{\nu}$) and conducting plate inclination angles (${\theta}_r$) ranging from $0^{\circ}$ to $180^{\circ}$. The effects of the angles ${\theta}_{\nu}$ and ${\theta}_r$ on the RCS computation are clearly shown with numerical results with and without the virtual vertices in free- and half-spaces.

Design of Virtual Machine for Vertex Shader (정점 셰이더의 가상 기계 구현)

  • Ha, Chang-Soo;Kim, Ju-Hong;Choi, Byeong-Yoon
    • Proceedings of the IEEK Conference
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    • 대한전자공학회 2005년도 추계종합학술대회
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    • pp.1003-1006
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    • 2005
  • Vertex shader of GPU in personal computer is advanced in functions as to be half of traditional fixed T&L functions. And, capacity of memory for saving resources to process instructions is unlimited. GPU that can be programmed by programmer is needed for mobile system as well as personal computer. In this paper, we implement software virtual machine for vertex shader using C++ Language. Our goal is designing hardware GPU that can apply to mobile system. The virtual machine consists of nVidia GPU instructions. Input Data to virtual machine is generated by Microsoft fxc compiler. That is to say, Input Data is compiled shader program written in HLSL, Cg, or ASM. The virtual machine will be a reference model for designing hardware GPU and can be used for Testbed to test added or modified instruction.

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Computing Fast Secondary Skin Deformation of a 3D Character using GPU (GPU를 이용한 3차원 캐릭터의 빠른 2차 피부 변형 계산)

  • Kim, Jong-Hyuk;Choi, Jung-Ju
    • Journal of the Korea Computer Graphics Society
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    • 제18권2호
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    • pp.55-62
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    • 2012
  • This paper presents a new method to represent the secondary deformation effect using simple mass-spring simulation on the vertex shader of the GPU. For each skin vertex of a 3D character, a zero-length spring is connected to a virtual vertex that is to be rendered. When a skin vertex changes its position and velocity according to the character motion, the position of the corresponding virtual vertex is computed by mass-spring simulation in parallel on the GPU. The proposed method represents the secondary deformation effect very fast that shows the material property of a character skin during the animation. Applying the proposed technique dynamically can represent squash-and-stretch and follow-through effects which have been frequently shown in the traditional 2D animation, within a very small amount of additional computation. The proposed method is applicable to represent elastic skin deformation of a virtual character in an interactive animation environment such as games.

High-Capacity and Robust Watermarking Scheme for Small-Scale Vector Data

  • Tong, Deyu;Zhu, Changqing;Ren, Na;Shi, Wenzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권12호
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    • pp.6190-6213
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    • 2019
  • For small-scale vector data, restrictions on watermark scheme capacity and robustness limit the use of copyright protection. A watermarking scheme based on robust geometric features and capacity maximization strategy that simultaneously improves capacity and robustness is presented in this paper. The distance ratio and angle of adjacent vertices are chosen as the watermark domain due to their resistance to vertex and geometric attacks. Regarding watermark embedding and extraction, a capacity-improved strategy based on quantization index modulation, which divides more intervals to carry sufficient watermark bits, is proposed. By considering the error tolerance of the vector map and the numerical accuracy, the optimization of the capacity-improved strategy is studied to maximize the embedded watermark bits for each vertex. The experimental results demonstrated that the map distortion caused by watermarks is small and much lower than the map tolerance. Additionally, the proposed scheme can embed a copyright image of 1024 bits into vector data of 150 vertices, which reaches capacity at approximately 14 bits/vertex, and shows prominent robustness against vertex and geometric attacks for small-scale vector data.

Virtual Reality and Internet GIS for Highway Simulation Based on the ASE

  • Choi Hyun
    • Korean Journal of Remote Sensing
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    • 제21권5호
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    • pp.433-443
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    • 2005
  • This paper show that, without installation of expensive VR (Virtual Reality) program, the sharing information is possible through posting three-dimensional road structures on the web, and avoiding the conventional top-down decision making method, fast bottom-up communication is possible base on the Virtual GIS (Geographic Information System). In this paper, using Viewpoint Scene Builder, internet-based software, the transformation was conducted to give pertinent type for web posting. In order to use the completed route at the scene builder, the output with ASCII Export is required, and ASE (ASCII Scene Export) contains the property information including the coordinate and frame of mesh vertex. Through in advance recognition of the problems regarding route design and petition due to environmental rights infringement, the time and cost due to design alteration can be reduced. It's difficult to provide VR based on the internet because file that embodied with internet GIS was complicated and its capacity comes to scores of mega-bites. But, this study provides VR with internet according to a basis by simplification of files.

Implementation of Interactive 3D Aquaium from 2D Images Using 3D Model Conversion Algorithm (2D이미지의 3D 모델화 알고리즘 적용을 통한 인터랙티브 수족관개발)

  • Choi, Tea Jun;Lee, Heeman;Kim, Jeong Ho;Kim, Eung Soo
    • Journal of Korea Multimedia Society
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    • 제18권12호
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    • pp.1562-1568
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    • 2015
  • The 3D contents are getting more attentions in various areas, such as in movies, advertising, games and exhibition contents. There are many authoring tools for making 3D Models and contents. However, those authoring tools take considerable amount of time to learn and to make 3D contents. In this paper, we propose the 3D model conversion algorithm to make 3D models from 2D pictures drawn on the touch screens or papers. The vertex animation method also proposed for the interactive 3D aquarium. The proposed vertex animation algorithm was tested for virtual 3D water creatures and compared with human-made animation. An Interactive 3D aquarium was implemented by using those proposed algorithms. Thus the simplicity and effectiveness of the algorithms can be applied to diverse industries.

Control Flow Checking at Virtual Edges

  • Liu, LiPing;Ci, LinLin;Liu, Wei;Yang, Hui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권1호
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    • pp.396-413
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    • 2017
  • Dynamically checking the integrity of software at run-time is always a hot and difficult spot for trusted computing. Control-flow integrity is a basic and important safety property of software integrity. Many classic and emerging security attacks who introduce illegal control-flow to applications can cause unpredictable behaviors of computer-based systems. In this paper, we present a software-based approach to checking violation of control flow integrity at run-time. This paper proposes a high-performance and low-overhead software control flow checking solution, control flow checking at virtual edges (CFCVE). CFCVE assigns a unique signature to each basic block and then inserts a virtual vertex into each edge at compile time. This together with insertion of signature updating instructions and checking instructions into corresponding vertexes and virtual vertexes. Control flow faults can be detected by comparing the run-time signature with the saved one at compile time. Our experimental results show that CFCVE incurs only 10.61% performance overhead on average for several C benchmark programs and the average undetected error rate is only 9.29%. Compared with previous techniques, CFCVE has the characteristics of both high fault coverage and low memory and performance overhead.

A Vertices-Detecting Algorithm by the Variable Link for Patterns (가변 링크에 의한 도형 패턴의 모서리 결정 방법)

  • 이주근;박종욱
    • Journal of the Korean Institute of Telematics and Electronics
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    • 제20권3호
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    • pp.13-20
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    • 1983
  • A method for the detecting defined vertices is described in this paper. An alogrithm detecting vertex position by means of calculating an error and distinguishing the defined inner and outer corners by the chain code of line segments is described. To calculate the error, virtual links are detected by means of a jointing relations of line segments for a contour. And so an error is calculated by measuring a minimum distance from a jointing point between the line segments to virtual link. As a result, this method is more flexible and effective than conventional Freeman's method.

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Measurement of Focal Length for Off-axis Optical Systems

  • Choe, Se-woon;Ryu, Jaemyung
    • Current Optics and Photonics
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    • 제5권4호
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    • pp.402-408
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    • 2021
  • An off-axis system refers to an optical system in which the optical axis and normal vector at the vertex of each surface do not match. The most important specification in an optical system is its focal length. Among the various methods for measuring the focal length, the most suitable method for the off-axis system is the method that adopts magnification. However, head-mounted display (HMD) optics must be measured while considering the virtual image distance, which is not infinity owing to product characteristics. For the virtual image distance, a camera with a focusing function was used. By measuring HMD optics via this magnification method, the error generated in this measurement was 0.68% of the HMD's focal length, which is within the 1%-3% range of the conventionally permitted design error for the focal length allowed at the optical design stage. Therefore, it can be verified that the measurement accuracy of the method proposed in this study is sufficiently feasible in practice.

A Surface Reconstruction Method from Contours Based on Dividing Virtual Belt (가상벨트 분할에 기반한 등고선으로부터의 표면재구성 방법)

  • Choi, Young-Kyu;Lee, Seung-Ha
    • The KIPS Transactions:PartB
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    • 제14B권6호
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    • pp.413-422
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    • 2007
  • This paper addresses a new technique for constructing surface model from a set of wire-frame contours. The most difficult problem of this technique, called contour triangulation, arises when there are many branches on the surface, and causes lots of ambiguities in surface definition process. In this paper, the branching problem is reduced as the surface reconstruction from a set of virtual belts and virtual canyons. To tile the virtual belts, a divide-and-conquer strategy based tiling technique, called the BPA algorithm, is adopted. The virtual canyons are covered naturally by an iterative convex removal algorithm with addition of a center vertex for each branching surface. Compared with most of the previous works reducing the multiple branching problem into a set of tiling problems between contours, our method can handle the problem more easily by transforming it into more simple topology, the virtual belt and the virtual canyon. Furthermore, the proposed method does not involve any set of complicated criteria, and provides a simple and robust algorithm for surface triangulation. The result shows that our method works well even though there are many complicated branches in the object.