• Title/Summary/Keyword: client rendering

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Design and Implementation of a Distributed Rendering Management System for Special Purpose Renderer (특정 목적 렌더러에 특화된 분산 렌더링 관리 시스템의 설계 및 구현)

  • Lee, In;Kang, Kyung-Kyu;Jung, Yu-Gu;Lee, Jae-Woon;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.60-68
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    • 2012
  • This paper describes design and implementation of a distributed rendering management system using existing rendering module. Currently, most of 3D commercial software provide modeling, rendering and distributed environment in the whole package. So, the server and client should use the given renderer as is, without the required features. In this paper, we propose a distributed rendering management system that consist of rendering module and distributed rendering client-server. The rendering module can be executed independently and managed by the distributed rendering client. The server requests rendering for each connected client. After the execution, the server gathers rendering result from each client. After gathering, the server provides the rendering result to the user.

Client Rendering Method for Desktop Virtualization Services

  • Jang, Su Min;Choi, Won Hyuk;Kim, Won Young
    • ETRI Journal
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    • v.35 no.2
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    • pp.348-351
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    • 2013
  • Cloud computing has recently become a significant technology trend in the IT field. Among the related technologies, desktop virtualization has been applied to various commercial applications since it provides many advantages, such as lower maintenance and operation costs and higher utilization. However, the existing solutions offer a very limited performance for 3D graphics applications. Therefore, we propose a novel method in which rendering commands are not executed at the host server but rather are delivered to the client through the network and are executed by the client's graphics device. This method prominently reduces server overhead and makes it possible to provide a stable service at low cost. The results of various experiments prove that the proposed method outperforms all existing solutions.

Mobile Volume Rendering System for Client-Server Environment (클라이언트 서버 기반 모바일 볼륨 가시화 시스템)

  • Lee, Woongkyu;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.17-26
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    • 2015
  • In this paper, we explain a volume rendering system for client-server environment. A single GPU-equipped PC works as a server which is based on the ideas that only a few concurrent users use a volume rendering system in a small hospital. As the clients, we used Android mobile devices such as smart phones. User events are transformed to rendering requests by the client application. When the server receives a rendering request, it renders the volume using the GPU. The rendered image is compressed to JPEG or PNG format so that we can save network bandwidth and reduce transfer time. In addition, we perform an event pruning method while a user is dragging the touch to enhance latency. The server compensates the pruning by interpolating the touch positions. As the result, real-time volume rendering is possible for 5 concurrent users on single GPU-equipped commodity hardware.

An Implementation of Graphic Offloading Computing using GPU Virtualization based on API Remoting on a Server-based Software Service (서버 기반 SW 서비스에서 API 리모팅 기반의 GPU 가상화를 이용한 그래픽 분할 실행의 구현)

  • Choi, Won-Hyuk;Kim, Won-Young
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.53-62
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    • 2011
  • In this paper, we introduce a method of graphic offloading computing using a GPU virtualization technology in order to provide high demanding software like 3D software as an on-line software service. When the offloading software is executed on server's software virtualization environment, its graphic works are processed on a client's GPU using GPU virtualization, while on the other its data works are processed on server's CPU. To do that, we propose a method of rendering graphics information on client side GPU using API Remoting method. Also, we show the better performance than server based rendering method when we serve offloading software which include dynamical 3D graphics that display images are frequently changed through on-line. Moreover, we describe a method to virtualize offloading software by a process level and manage client's configuration information in order to decrease server's load when we provide software service to multiple clients.

A Method for Client-Server Allocation for Maximum Load Balancing and Automatic Frame Rate Adjustment in a Game Streaming Environment (게임 스트리밍 환경에서 최대 부하 균등 및 자동 프레임 레이트 조절을 위한 클라이언트-서버 배정 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.77-88
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    • 2020
  • Recently, interest in game streaming is high in cloud-based gaming. In game streaming, remote game servers perform graphics rendering and stream the resulting scene images to clients' device on the Internet. We model the client-server allocation (CSA) problem for balancing the GPU load between servers in a game streaming environment as an optimization problem, and propose a simulated annealing-based method. The features of our method are that the method takes into account the constraints on network delay and has the ability to automatically adjust the frame rate of game sessions if necessary.

An Experiment on Volume Data Compression and Visualization using Wavelet Transform (웨이블릿 변환을 이용한 볼륨데이타의 압축 및 가시화 실험)

  • 최임석;권오봉;송주환
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.646-661
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    • 2003
  • It is not easy that we visualize the large volume data stored in the every client computers of the web environment. One solution is as follows. First we compress volume data, second store that in the database server, third transfer that to client computer, fourth visualize that with direct-volume-rendering in the client computer. In this case, we usually use wavelet transform for compressing large data. This paper reports the experiments for acquiring the wavelet bases and the compression ratios fit for the above processing paradigm. In this experiments, we compress the volume data Engine, CThead, Bentum into 50%, 10%, 5%, 1%, 0.1%, 0.03% of the total data respectively using Harr, Daubechies4, Daubechies12 and Daubechies20 wavelets, then visualize that with direct-volume-rendering, afterwards evaluate the images with eyes and image comparison metrics. When compression ratio being low the performance of Harr wavelet is better than the performance of the other wavelets, when compression ratio being high the performance of Daubechies4 and Daubechies12 is better than the performance of the other wavelets. When measuring with eyes the good compression ratio is about 1% of all the data, when measuring with image comparison metrics, the good compression ratio is about 5-10% of all the data.

The Brassica/Arabidopsis Comparative Genome Browser A Novel Approach to Genome Browsing

  • Lewis Christopher T.;Sharpe Andrew G.;Lydiate Derek J.;Parkin Isobel A.P.
    • Journal of Plant Biotechnology
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    • v.5 no.4
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    • pp.197-200
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    • 2003
  • Scalable Vector Graphics (SVG) has enabled a visually appealing, browser-based application for the display of Brassica sequences relative to Arabidopsis thaliana, and there are currently more than 70,000 B. napus Expressed Sequence Tags (ESTs) displayed. The client side of this browser is based on a Custom Graphical User Interface (CGUI) library which uses SVG, a new web graphics standard, to provide windowing functionality inside the web browser. This windowing functionality, combined with asynchronous data retrieval and client side rendering overcomes two of the key technology imposed drawbacks of current web based browsers: Fixed displays and frequent page reloads. The end result is an intuitive and enjoyable browsing experience. The browser is accessible online from the Brassica / Arabidopsis Genomics Initiative (http://brassica.agr.gc.ca). Inquiries about the browser should be directed to LewisCT@agr.gc.ca.

Performance on the Minimum Delay Algorithm of Optimal Streaming Multimedia Presentations (멀티미디어 프리젠테이션 최적 스트리밍에서 최소지연 알고리즘에 관한 성능)

  • Kang, Heau-Jo
    • Journal of Digital Contents Society
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    • v.7 no.3
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    • pp.207-210
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    • 2006
  • A synchronized multimedia presentation consists of a collection of objects, with each object having one or more rendering intervals within the presentation timeline. These intervals specify the objects' start times and end times relative to the presentation timeline. In this paper we consider the problem of streaming a multimedia presentation from a server to a client over a bandwith-limited communication network. We suppose that each of the static objects is layered-encoded. For a given maximum delay, we consider the problem of finding the optimal number of quality of the presentation. We devise efficient algorithms for determining an optimal policy for several criteria. We also consider the problem of gradual rendering of objects after their start times.

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Development of a PC based Simulator for Excavator Manipulation using Virtual Reality (PC기반의 가상현실을 이용한 굴삭기 조작 시뮬레이터 개발)

  • Lee, Se-Bok;Kim, In-Shik;Cho, Chang-Hee;Kim, Sung-Soo
    • Proceedings of the KSME Conference
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    • 2000.04a
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    • pp.536-541
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    • 2000
  • A low cost PC based simulator for excavator manipulation has been developed using virtual reality technology. The simulator consists of two joystick input devices, server and client PCs, an excavator kinematics module, and a graphic rendering program Open Inventor. In order to use two joysticks in the PC window environment multi-thread programing with network protocol TCP/IP has been used. To provide realistic view to the operator, CAD program Pro/Engineer and 3D modeller have been employed to create 3D part geometry of tile manipulator and virtual environmental geometries. Those geometries also have been transformed and imported to the Open Inventor. The Simulator developed is to be improved for more realistic excavator operational training.

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A study on the production of animated GLOOM used in indie music (인디음악에 사용되는 애니메이션(GLOOM) 제작에 대한 연구)

  • Kim, Tae-eun
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1495-1500
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    • 2017
  • The animation "Gloom" based on the low poly art expresses the intention of the production by expressing an music as an animation. The paper describe the production process including the modeling, rigging, animation, and rendering. Furthermore, the production process for pure creative animation with client's intention was also considered. Therefore, it can provide guidelines for pure creators who do similar creative work.