• Title/Summary/Keyword: Visibility query

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Hardware-based Visibility Preprocessing using a Point Sampling Method (점 샘플링 방법을 이용한 하드웨어 기반 가시성 전처리 알고리즘)

  • Kim, Jaeho;Wohn, Kwangyun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.2
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    • pp.9-14
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    • 2002
  • In cases of densely occluded urban scenes, it is effective to determine the visibility of scenes, since only small parts of the scene are visible from a given cell. In this paper, we introduce a new visibility preprocessing method that efficiently computes potentially visible objects for volumetric cells. The proposed method deals with general 3D polygonal models and invisible objects jointly blocked by multiple occluders. The proposed approach decomposes volume visibility into a set of point visibilities, and then computes point visibility using hardware visibility queries, in particular HP_occlusion_test and NV_occlusion_query. We carry out experiments on various large-scale scenes, and show the performance of our algorithm.

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A Real-time Single-Pass Visibility Culling Method Based on a 3D Graphics Accelerator Architecture (실시간 단일 패스 가시성 선별 기법 기반의 3차원 그래픽스 가속기 구조)

  • Choo, Catherine;Choi, Moon-Hee;Kim, Shin-Dug
    • The KIPS Transactions:PartA
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    • v.15A no.1
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    • pp.1-8
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    • 2008
  • An occlusion culling method, one of visibility culling methods, excludes invisible objects or triangles which are covered by other objects. As it reduces computation quantity, occlusion culling is an effective method to handle complex scenes in real-time. But an existing common occlusion culling method, such as hardware occlusion query method, sends objects' data twice to GPU and this causes processing overheads once for occlusion culling test and the other is for rendering. And another existing hardware occlusion culling method, VCBP, can test objects' visibility quickly, but it neither test bounding volume nor return test result to application stage. In this paper, we propose a single pass occlusion culling method which uses temporal and spatial coherency, with effective occlusion culling hardware architecture. In our approach, the hardware performs occlusion culling test rapidly with cache on the rasterization stage where triangles are transformed into fragments. At the same time, hardware sends each primitive's visibility information to application stage. As a result, the application stage reduces data transmission quantity by excluding covered objects using the visibility information on previous frame and hierarchical spatial tree. Our proposed method improved maximum 44%, minimum 14% compared with S&W method based on hardware occlusion query. And the performance is increased 25% and 17% respectively, compared to maximum and minimum performance of CHC method which is based on occlusion culling method.

Prism-based Mesh Culling Method for Effective Continuous Collision Detection (효율적인 연속 충돌감지를 위한 프리즘 기반의 메쉬 컬링 기법)

  • Woo, Byung-Kwang;You, Hyo-Sun;Choi, Yoo-Joo
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.4
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    • pp.1-11
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    • 2009
  • In this paper, we present a prism-based mesh culling method to improve effectiveness of continuous collision detection which is a major bottleneck in a simulation using polygonal mesh models. A prism is defined based on two matching triangles between a sequence of times m a polygonal model. In order to detect potential colliding set(PCS) of prism between two polygonal models in a unit time, we apply the visibility test based on the occlusion query to two sets of prisms which are defined from two polygonal models in a unit time. Moreover, we execute the narrow band culling based on SAT(Separating Axis Test) to define potential colliding prism pairs from PCS of prisms extracted as a result of the visibility test. In the SAT, we examine one axis to be perpendicular to a plane which divides a 3D space into two half spaces to include each prism. In the experiments, we applied the proposed culling method to pairs of polygonal models with the different size and compared the number of potential colliding prism pairs with the number of all possible prism pairs of two polygonal models. We also compared effectiveness and performance of the visibility test-based method with those of the SAT-based method as the second narrow band culling. In an experiment using two models to consist of 2916 and 2731 polygons, respectively, we got potential colliding prism pairs with 99 % of culling rate.

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Image-based Collision Detection on GPU (GPU를 이용한 이미지 기반 충돌검사)

  • Jang, Han-Young;Jung, Taek-Sang;Han, Jung-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.812-817
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    • 2006
  • This paper presents an image-space algorithm to real-time collision detection, which is run completely by GPU. For a single object or for multiple objects with no collision, the front and back faces appear alternately along the view direction. However, such alternation is violated when objects collide. Based on these observations, the algorithm has been devised, and the implementation utilizes the state-of-the-art functionalities of GPU such as framebuffer objects(FBO), vertex buffer object(VBO) and occlusion query. The experimental results show the feasibility of GPU-intensive collision detection and its performance gain in real-time applications such as 3D games.

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A implementation and evaluation of Rule-Based Reverse-Engineering Tool (규칙기반 역공학 도구의 구현 및 평가)

  • Bae Jin Young
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.3
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    • pp.135-141
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    • 2004
  • With the diversified and enlarged softwares, the issue of software maintenance became more complex and difficult and consequently, the cost of software maintenance took up the highest portion in the software life cycle. We design Reverse Engineering Tool for software restructuring environment to object-oriented system. We design Rule - Based Reverse - Engineering using Class Information. We allow the maintainer to use interactive query by using Prolog language. We use similarity formula, which is based on relationship between variables and functions, in class extraction and restructuring method in order to extract most appropriate class. The visibility of the extracted class can be identified automatically. Also, we allow the maintainer to use query by using logical language. So We can help the practical maintenance. Therefore, The purpose of this paper is to suggest reverse engineering tool and evaluation reverse engineering tool.

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$SR^2DBS$: 시간 지원 데이터베이스 시스팀에 관한 연구

  • Kim, Gwang-Hun;Gang, Tae-Gyu;Kim, In-Su
    • ETRI Journal
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    • v.11 no.2
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    • pp.120-136
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    • 1989
  • 최근의 데이터 베이스 응용분야에 있어서 시간에 따른 정보의 변화를 유지관리할 필요성이 대두되고 대용량의 기억장치 가격의 급속한 감소와 함께 이의 이용 기술이 향상되면서 시간주기에 따라 실세계의 상태에 대한 변경과정을 표현하는 시간 즉, 데이터의 변경이력을 지원하는 데이터베이스(Terporal Database)에 관심이 집중되고 있으며, 이러한 요구를 만족시키기 위한 여러 방법들이 연구되고 있다. 일반적으로 시간 지원 데이터베이스 모델은 지원되는 시간의 형태에 따라 Static, Static Rollback, Historical, Temporal, Revision 데이터베이스 모델로 나뉘어진다. 본 논문에서는 시간 및 변경이력을 지원하기 위한 데이터베이스 모델과 이를 위한 데이터베이스 시스템의 주요 설계 Issue들에 관하여 조사분석한 다음, Static Rollback 데이터베이스 모델을 기본으로 하는 "$SR^2DBS$: 시간 지원 데이터베이스 시스팀"의 설계 및 구현에 관하여 기술하였다. $SR^2DBS$은 기존의 관계형 데이터 베이스 시스팀"의 모델을 시간 애트리뷰트를 추가시킴으로서 데이터 베이스의 변경이력관리를 가능케 한 Direct Manipulation Database Processing System으로 데이터베이스의 현상태 뿐만 아니라 시간에 따른 변경이력에 대해서 Screenoriented Relation Browsing & Editing 기능을 제공하며, 다음과 같은 특징을 갖는다. - Screen oriented Processing - Directi-Manipulation of Objects - Object & Revision History of Interest Visibility - Rapid Reversible Actions - Transaction Time & Revision Number Supporting - Roll-back Query Supporting - Han-gul Data Supporting - Two level Storage Structure(Current Version & History Versions)

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Design of Heuristics Using Vertex Information in a Grid-based Map (그리드 기반 맵에서 꼭지점 정보를 이용한 휴리스틱의 설계)

  • Kim, Ji-Hyui;Jung, Ye-Won;Yu, Kyeon-Ah
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.85-92
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    • 2015
  • As computer game maps get more elaborate, path-finding by using $A^*$ algorithm in grid-based game maps becomes bottlenecks of the overall game performance. It is because the search space becomes large as the number of nodes increases with detailed representation in cells. In this paper we propose an efficient pathfinding method in which the computer game maps in a regular grid is converted into the polygon-based representation of the list of vertices and then the visibility information about vertices of polygons can be utilized. The conversion to the polygon-based map does not give any effect to the real-time query process because it is preprocessed offline. The number of visited nodes during search can be reduced dramatically by designing heuristics using visibility information of vertices that make the accuracy of the estimation enhanced. Through simulations, we show that the proposed methods reduce the search space and the search time effectively while maintaining the advantages of the grid-based method.

A Model-based Performance Study of the EPCglobal Network (모델 기반 EPCglobal 네트워크의 성능 분석)

  • Kang, Yong-Shin;Son, Kyung-Won;Lee, Yong-Han;Rhee, Jong-Tae
    • IE interfaces
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    • v.24 no.2
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    • pp.139-150
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    • 2011
  • The EPCglobal Network is a computer network used to share product data among trading partners. It provides the supply chain with improved visibility and traceability by using Electronic Product Code (EPC), which is stored on an RFID tag. Although this network model is widely accepted as a global standard and the growth of EPCglobal-subscriber base is considerable, the EPC technology adoption process is still in its infancy. This is because some of the critical issues on this model still remain to be verified such as scalability, data management, security, privacy and the economic value of data sharing. In this paper, we focus on scalability issue among the challenges to overcome and we regard performance of the EPCglobal Network only as a track and trace query-processing cost in the network. We developed performance models consisting of three elements of the EPCglobal Network : Discovery Services (DS), EPC Information Services (EPCIS), Object Naming Services (ONS). Then we abstracted out the track and trace query execution model to evaluate performance of the overall EPCglobal Network. Finally using the proposed models, we carried out simulation analysis based on an RFID-based inbound logistics process of automobile parts. This work is an important step towards the EPC technology diffusion and provides guidelines for businesses looking to buy or build the EPCglobal Network-based systems.

HDF: Hybrid Debugging Framework for Distributed Network Environments

  • Kim, Young-Joo;Song, Sejun;Kim, Daeyoung
    • ETRI Journal
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    • v.39 no.2
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    • pp.222-233
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    • 2017
  • Debugging in distributed environments, such as wireless sensor networks (WSNs), which consist of sensor nodes with limited resources, is an iterative and occasionally laborious process for programmers. In sensor networks, it is not easy to find unintended bugs that arise during development and deployment, and that are due to a lack of visibility into the nodes and a dearth of effective debugging tools. Most sensor network debugging tools are not provided with effective facilities such as real-time tracing, remote debugging, or a GUI environment. In this paper, we present a hybrid debugging framework (HDF) that works on WSNs. This framework supports query-based monitoring and real-time tracing on sensor nodes. The monitoring supports commands to manage/control the deployed nodes, and provides new debug commands. To do so, we devised a debugging device called a Docking Debug-Box (D2-Box), and two program agents. In addition, we provide a scalable node monitor to enable all deployed nodes for viewing. To transmit and collect their data or information reliably, all nodes are connected using a scalable node monitor applied through the Internet. Therefore, the suggested framework in theory does not increase the network traffic for debugging on WSNs, and the traffic complexity is nearly O(1).

Geocoding Scheme for Multimedia in Indoor Space Based on IndoorGML (IndoorGML을 활용한 실내공간 멀티미디어 위치 인코딩 방법)

  • Li, Ki Joune
    • Spatial Information Research
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    • v.21 no.4
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    • pp.35-45
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    • 2013
  • Most multimedia contains location information whether they are implicit or explicitly, and which are very useful for several purposes. In particular, we may use location information in defining query conditions to retrieve relevant multimedia. For this reason, a number of works have been done to organize and retrieve geo-referenced multimedia data. However, they mostly focus on outdoor space where position is identified by (x, y, z) coordinates. In this paper, we focus on multimedia in an alternative space, indoor space, which differs from outdoor space in several aspects. First indoor space is considered as symbolic space, where location is identified by a symbolic code such as room number rather than coordinates. Second, topological information is a crucial element in providing indoor spatial information services. Third, indoor space is in more micro-scale than outdoor space, which influences on determining the visibility of cameras. Based on these different characteristics of indoor space, we survey the requirements of management systems of indoor geo-referenced multimedia. Then we propose a geo-coding scheme for multimedia in indoor space as an extension of IndoorGML, an OGC(Open Geospatial Consortium) candidate standard for indoor spatial information. We also present a prototype system called, IngC (INdoor Geo-Coding) developed to store and manage indoor geo-referenced multimedia.