• 제목/요약/키워드: frustum

검색결과 64건 처리시간 0.024초

Performance Analysis of GLTF/GLB to Improve 3D Content Rendering Performance

  • Jae Myeong Choi;Ki-Hong Park
    • Journal of Platform Technology
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    • 제11권4호
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    • pp.13-18
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    • 2023
  • 3D content rendering is one of the important factors that give a sense of realism when creating content, and this process takes a lot of time. In this paper, we proposed a method to improve rendering performance by reducing the vast amount of 3D data in the web environment, and conducted a performance test using DEM and 3D model elevation data. As a result of the experiment, the digital elevation model showed faster performance than the Blender-based 3D modeling, but when the screen was moved using OrbitControl, the fps dropped momentarily. In the case of Terrain, if the range is limited to a speed that maintains 24 to 60 fps using frustum culling and LOD techniques, it is considered that a higher quality map can be produced than GeoTIFF.

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Simulations of Capacitively Coupled Plasmas Between Unequal-sized Powered and Grounded Electrodes Using One- and Two-dimensional Fluid Models

  • So, Soon-Youl
    • KIEE International Transactions on Electrophysics and Applications
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    • 제4C권5호
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    • pp.220-229
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    • 2004
  • We have examined a technique of one-dimensional (1D) fluid modeling for radio-frequency Ar capacitively coupled plasmas (CCP) between unequal-sized powered and grounded electrodes. In order to simulate a practical CCP reactor configuration with a grounded side wall by the 1D model, it has been assumed that the discharge space has a conic frustum shape; the grounded electrode is larger than the powered one and the discharge space expands with the distance from the powered electrode. In this paper, we focus on how much a 1D model can approximate a 2D model and evaluate their comparisons. The plasma density calculated by the 1D model has been compared with that by a two-dimensional (2D) fluid model, and a qualitative agreement between them has been obtained. In addition, 1D and 2D calculation results for another reactor configuration with equal-sized electrodes have also been presented together for comparison. In the discussion, four CCP models, which are 1D and 2D models with symmetric and asymmetric geometries, are compared with each other and the DC self-bias voltage has been focused on as a characteristic property that reflects the unequal electrode surface areas. Reactor configuration and experimental parameters, which the self-bias depends on, have been investigated to develop the ID modeling for reactor geometry with unequal-sized electrodes.

VF 모델링을 이용한 주행차량의 진동에 대한 도로 계측오차 보정 알고리듬 (A Measurement Error Correction Algorithm of Road Structure for Traveling Vehicle's Fluctuation Using VF Modeling)

  • 정용배;김정현;서경호;김태효
    • 융합신호처리학회 학술대회논문집
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    • 한국신호처리시스템학회 2005년도 추계학술대회 논문집
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    • pp.190-200
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    • 2005
  • In this paper, the image modelling of road's lane markings is established using view frustum(VF) modeling. This algorithm also involve the real time processing of the 3D position coordinate and the distance data from the camera to the points on the 3D world coordinate by the camera calibration. In order to reduce their measurement error, an useful algorithm for which analyze the geometric variations clue to traveling vehicle's fluctuation using VF model is proposed. In experiments, without correction, for instance, the $0.4^{\circ}$ of pitching rotation gives the error of $0.4^{\sim}0.6m$ at the distance of 10m, but the more far distance cause exponentially the more error. We confirmed that this algorithm can be reduced less than 0.1m of error at the same condition.

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배관시스템 해석을 위한 벨로우즈 유한요소의 개발 (Development of a Bellows Finite Element for the Analysis of Piping System)

  • 고병갑;박경진;이완익
    • 대한기계학회논문집
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    • 제19권6호
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    • pp.1439-1450
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    • 1995
  • Bellows is a familiar component in piping systems as it provides a relatively simple means of absorbing thermal expansion and providing system flexibility. In routine piping flexibility analysis by finite element methods, bellows is usually considered to be straight pipe runs modified by an appropriate flexibility factor; maximum stresses are evaluated using a corresponding stress concentration factor. The aim of this study is to develop a bellows finite element, which similarly includes more complex shell type deformation patterns. This element also does not require flexibility or stress factors, but evaluates more detailed deformation and stress patterns. The proposed bellows element is a 3-D, 2-noded line element, with three degrees of freedom per node and no bending. It is formulated by including additional 'internal' degrees of freedom to account for the deformation of the bellows corrugation; specifically a quarter toroidal section of the bellows, loaded by axial force, is considered and the shell type deformation of this is include by way of an approximating trigonometric series. The stiffness of each half bellows section may be found by minimising the potential energy of the section for a chosen deformation shape function. An experiment on the flexibility is performed to verify the reliability for bellows finite element.

컬링과 클리핑을 포함한 3D그래픽스 래스터라이져 설계 (A Design of a 3D Graphics Rasterizer with culling and clipping)

  • 이광엽;구용서
    • 대한전자공학회논문지SD
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    • 제44권8호
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    • pp.89-96
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    • 2007
  • 본 논문은 효율적인 3차원 그래픽스를 위해 컬링과 클리핑을 포함한 래스터라이져를 설계하였다. 제안하는 래스터라이져는 모바일 환경을 위해 구현하였고, 프러스텀 컬링, 백 페이스 컬링, Y축 클리핑, X축 클리핑을 처리한다. 래스터라이져는 트라이 앵글 셋업, 에지 워크, 스팬 프로세서 유닛으로 구성된다. 컬링, 클리핑을 포함한 래스터라이져의 각 유닛으로 설계하였다. 래스터라이져는 16 비트 깊이 값과 16 비트 컬러 값을 갖는 고라우드 쉐이딩을 지원한다. 제안한 래스터라이져는 52M pixels/sec의 처리 능력을 갖는다.

정점증식을 이용한 사진트리 기반 지형 시각화 기법 (Quadtree-based Terrain Visualization Using Vertex Multiplication)

  • 이은석;신병석
    • 한국컴퓨터그래픽스학회논문지
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    • 제15권3호
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    • pp.27-33
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    • 2009
  • 사진트리는 지형 시각화를 위한 점진적인 메쉬 생성에 널리 사용되는 자료구조이다. 사진트리는 빠른 상세단계 선택과 효과적인 시각절두체 선별이 가능하다. 하지만 계층적인 자료구조이므로 CPU에서만 사용할 수 있고 그래픽 하드웨어의 랜더링 파이프라인에서는 활용할 수 없다. 따라서 기존의 사진트리 기반 지형 시각화 기법들은 GPU를 이용한 다른 시각화 방법들에 비하여 CPU 의존도가 크고 처리시간이 오래 걸린다. 본 논문에서는 정점증식을 이용하여 GPU만으로 지형을 렌더링 하는 방법을 소개한다. 이 방법은 기존의 CPU를 이용한 사진트리기반 방법들에 비하여 화질의 저하 없이 빠른 속도로 렌더링 할 수 있다.

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물체의 구 좌표계 표현을 이용한 효율적인 렌더링 방법 (An Efficient Rendering Method of Object Representation Based on Spherical Coordinate System)

  • 한은호;홍현기
    • 한국게임학회 논문지
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    • 제8권3호
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    • pp.69-76
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    • 2008
  • 본 논문에서는 보다 효율적인 렌더링을 위해 물체를 구좌표계(sperical coordinate system) 상에서 표현하는 새로운 렌더링 알고리즘이 제안된다. 먼저 직교 좌표로 표현되어 있는 물체의 정점을 구좌표로 변환하고, 카메라의 가시 절두체(frustum) 영역 내의 정점을 판단하기 위해 삼각형의 무게중심, 색인(index), 메모리 접근(access) 맵 등의 자료구조를 구성한다. 제안된 방법은 카메라에 의해 보여지는 영역, 즉 렌더링되는 물체의 가시 영역에 해당하는 정점만으로 렌더링한다. 따라서 렌더링 파이프라인에서 고려되는 정점의 개수를 크게 줄여 전체적인 시스템 성능이 크게 향상되었음을 실험을 통해서 확인하였다.

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실내 3D 게임 장면의 잠재적 가시 집합을 위한 효과적인 하드웨어 압축 구조 (An Effective Structure of Hardware Compression for Potentially Visible Set of Indoor 3D Game Scenes)

  • 김영식
    • 한국게임학회 논문지
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    • 제14권6호
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    • pp.29-38
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    • 2014
  • 대규모 실내 3D 게임 장면에서 차폐 컬링 정보를 미리 계산하는 잠재적 가시 집합(potentially visible set: PVS)은 데이터를 처리하고 저장해야하는 양이 상당히 크지만 많은 부분이 0으로 표현된다. 본 논문에서는 모바일 환경의 3D 게임 장면 트리 구성 중에 PVS 데이터를 ZRLE (zero run length encoding) 방식으로 압축하는 효과적인 하드웨어 압축 구조를 설계한다. 3D 게임 시뮬레이션을 통하여 제안하는 구조의 PVS 데이터 압축 비율, PVS 컬링과 절두체 컬링에 따른 렌더링 속도 (frame per second: FPS)를 분석하였다.

상하향식 설계법을 이용한 자동차 배기시스템의 설계 (Design of Automobile Exhaust System using a Top-Down Approach Design Methodology)

  • 고병갑;박경진
    • 한국자동차공학회논문집
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    • 제5권6호
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    • pp.13-27
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    • 1997
  • In the modern design technology, a component should be designed to fit into the overall system performance. A design methodology is developed to expedite the mechan- ical design of complex mechanical systems, The relation between the system design and component design is defined by a top-down approach and the results from the system design are utilized in the component design process. As a design example, an automobile exhaust system is selected for the system design and a bellows is chosen for a component design. Design methodology based on the top-down approach consists of five steps; (1) Analysis of service load, (2) Development of a lumped parameter, (3) Completion of the system design, (4) Selection of the component topology, (5) Completion of the component design, A method using a equivalent matrix is developed in order to determine unknown external forces in linear structural analyses. The bellows is also analyzed by the finite element method using a conical frustum shell element. Various experiments are performed to verify the developed theories. The top-down desi- gn approach is demonstrated by a design case using structural and shape optimization technology. Since the method is relatively simple and easy compared to other methods, it can be applied to the general design where system and component designs are involves simultaneously.

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회전 원추형 마늘 쪽분리기 개발에 관한 연구 (II) - 원추 간극의 영향 - (Development of Rotating Cone Type Garlic Clove Separator (II) - Effect by Clearance between Inner and Outer Frustum -)

  • 이종수;김기복
    • Journal of Biosystems Engineering
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    • 제32권2호
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    • pp.77-83
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    • 2007
  • The purpose of this study is to find optimal conditions for various outlet clearances of prototype garlic clove separator with a rotating cone in the constant inlet clearance and cone height. Optimal outlet clearance from medium to small size garlics was 25 mm at the $200{\sim}400rpm$. For large garlic, optimal outlet clearances of Namdo and Uiseong garlic were 34 mm and 37 mm, respectively, in the range of $300{\sim}400rpm$. The proportion of garlic separation was over 95% for all quality of garlics. The proportions of damaged garlics at 25 mm and 28 mm outlet clearances were below 5% and below 10%, respectively. Therefore, in order to maintain high performance of garlic separation for the various varieties and qualities, the rotating cone type separator should be designed with cone speed ranges of $200{\sim}400rpm$ and the outlet clearance ranges of $25{\sim}37 mm$. The outlet clearance of the separator should be easily controlled within those ranges.