• 제목/요약/키워드: graphics hardware

검색결과 198건 처리시간 0.026초

통신위성 중계기 시험을 위한 EGSE 설계 및 구현 (Design and Implementation of EGSE for the CBS Transponder Testing)

  • 조진호;정용길;최완식;박종홍;이성팔
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2002년도 하계종합학술대회 논문집(1)
    • /
    • pp.235-238
    • /
    • 2002
  • In this paper we describe the design and implementation of Electrical Ground Support Equipment(EGSE) for the CBS transponder testing. The main task of EGSE is to check out satellite systems, at system or subsystem level, during integration and validation phases of their life-cycle. Through a combination of hardware and software elements, EGSE supports manual, semi-automatic and fully automated testing. Automation is achieved by offering users simple, yet powerful means to write their own test application programs (test sequences) in high-level, test-oriented language and to run them in a strict real-time environment. The core of this environment is a user-configurable real-time database, containing all the information needed to calibrate acquired data, check them against predefined thresholds, automatically react to out-of-range conditions, display data using animated graphics or synoptic windows, and so on.

  • PDF

Accelerating Molecular Dynamics Simulation Using Graphics Processing Unit

  • Myung, Hun-Joo;Sakamaki, Ryuji;Oh, Kwang-Jin;Narumi, Tetsu;Yasuoka, Kenji;Lee, Sik
    • Bulletin of the Korean Chemical Society
    • /
    • 제31권12호
    • /
    • pp.3639-3643
    • /
    • 2010
  • We have developed CUDA-enabled version of a general purpose molecular dynamics simulation code for GPU. Implementation details including parallelization scheme and performance optimization are described. Here we have focused on the non-bonded force calculation because it is most time consuming part in molecular dynamics simulation. Timing results using CUDA-enabled and CPU versions were obtained and compared for a biomolecular system containing 23558 atoms. CUDA-enabled versions were found to be faster than CPU version. This suggests that GPU could be a useful hardware for molecular dynamics simulation.

각 연산을 이용한 픽셀 당 변위 매핑 (Per-Pixel Displacement Mapping Using Angular Operations)

  • 이승기;이원종;한탁돈
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2006년도 추계학술발표대회
    • /
    • pp.295-298
    • /
    • 2006
  • 본 논문에서는 극 좌표계에서의 벡터 표현 방식을 이용한 per-pixel displacement mapping 방법을 제시한다. per-pixel displacement mapping은 triangle mesh의 처리 방식에 상관없이 변위매핑을 수행할 수 있도록 한 것으로, 2차원 screen space로 projection 된 triangle의 각 pixel의 위치를 객체 표면 정보에 따라 displacement 해주는 방법이다. 이는 기 검증된 범프매칭 하드웨어에 약간의 하드웨어를 추가함으로써 변위매핑을 수행할 수 있도록 한 효과적인 구조이다. 제안 방식에 의해 생성된 영상과 기존 방식에 의해 생성된 영상을 비교해본 결과, 시각적으로 거의 차이가 없음을 알 수 있다.

  • PDF

하드웨어를 이용한 3D 실시간 카툰렌더링 설계 (3D Real-Time Cartoon Rendering Design using Hardware)

  • 한득수;김광민;임평종;곽훈성
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2006년도 추계학술발표대회
    • /
    • pp.219-222
    • /
    • 2006
  • 본 연구는 디지털 문화의 출현이라는 맥락에서 디지털 시대의 환경 변화를 맞이한 애니메이션 제작 기법의 변화 속에서 셀 애니메이션 작품과 혼합하여 사용한 3D 컴퓨터 그래픽스(3D Computer Graphics) 기법 중 비사실적 이미지 기법(Non Photo Realistic Rendering)의 범주에 속한 카툰 렌더링(Cartoon Rendering) 기법을 분석하고 그것이 갖는 PC기반 실시간으로 수행되는 비사실적 렌더링을 위한 실시간 카툰렌더링 기법을 제시하고 있다. 종래의 카툰렌더링에 대해 연구하고 기존의 비사실적 이미지 기법의 적용에 대해 알아본다.

  • PDF

Wireless Connectivity flight Performance Evaluation of Unmanned Helicopters

  • Shin Low-Kok;Park Soo-Hong
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2006년도 춘계종합학술대회
    • /
    • pp.139-142
    • /
    • 2006
  • Numerous simulation studies and researches have recently revealed the rapid development and evolution in the emerging area of intelligent unmanned aerial vehicle (UAV). This study aims to develop a flight performance evaluation about the wireless unmanned helicopter. The process includes the design and testing of flight hardware and software that interprets sensor data. For the unmanned helicopter used in this research, an inertial sensor that provides posture (roll, pitch and yaw angles) and a Bluetooth is used to provide wireless connection between the user's pc and the helicopter were installed in the helicopter the helicopter's pitch, roll and yaw were the communication data. The accuracy of the system was confirmed by a computer simulation. The software also has been developed to support operators and displays helicopter position and posture by graphics.

  • PDF

Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • 한국컴퓨터정보학회논문지
    • /
    • 제23권9호
    • /
    • pp.15-20
    • /
    • 2018
  • Currently the mobile augmented reality does not require supplemental hardware, such as markers like specific images or depth cameras, in order to acquire 3D environment information. This allows for increased accessibility and usability for the general user, and also broadened scope of development. The market research enterprise Counterpoint Research predicted that the growth of the augmented reality market will reach 70 trillion Korean Won by 2021. Application developments are also progressing. Wargaming, the developer of the global game World of Tanks, has launched an application that uses AR core at the GDC 2018. Thus, we must prepare for the impending augmented reality market and acquire top class augmented reality technology using 3D environment. This paper outlines the development of a game using AR CORE SDK to acquire 3D environment and Unity 3D game engine to combine camera images and 3D graphics, which all comes together to construct a natural augmented reality.

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
    • /
    • 제24권4호
    • /
    • pp.19-26
    • /
    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.

Face Recognition using Correlation Filters and Support Vector Machine in Machine Learning Approach

  • Long, Hoang;Kwon, Oh-Heum;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • 한국멀티미디어학회논문지
    • /
    • 제24권4호
    • /
    • pp.528-537
    • /
    • 2021
  • Face recognition has gained significant notice because of its application in many businesses: security, healthcare, and marketing. In this paper, we will present the recognition method using the combination of correlation filters (CF) and Support Vector Machine (SVM). Firstly, we evaluate the performance and compared four different correlation filters: minimum average correlation energy (MACE), maximum average correlation height (MACH), unconstrained minimum average correlation energy (UMACE), and optimal-tradeoff (OT). Secondly, we propose the machine learning approach by using the OT correlation filter for features extraction and SVM for classification. The numerical results on National Cheng Kung University (NCKU) and Pointing'04 face database show that the proposed method OT-SVM gets higher accuracy in face recognition compared to other machine learning methods. Our approach doesn't require graphics card to train the image. As a result, it could run well on a low hardware system like an embedded system.

3D 그래픽 프로세서 검증을 위한 래스터라이저 설계 (A Design on Rasterizer for the verification in a 3D Graphic Processor)

  • 이미경;장영조
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2009년도 추계학술대회
    • /
    • pp.639-642
    • /
    • 2009
  • 고차원적인 멀티미디어 컨텐츠를 처리하는 그래픽 가속기를 설계함에 있어서 쉽고 정확한 하드웨어 검증 환경과 임베디드 장치에서의 성능 평가가 필요하다. 이를 해결하기 위해 시뮬레이션파형 분석을 통한 검증이 아니라 실제 연산된 그래픽 이미지를 확인할 수 있는 소프트웨어 래스터라이저를 설계하였다. 설계한 래스터라이저는 윈도우 기반의 환경에서 C언어를 이용하여 래스터화 각 단계 별로 함수로 구현하고 정점 데이터를 입력하여 결과를 검증하였다.

  • PDF

SID 시뮬레이터와 자바 컴포넌트 연동 모듈 개발 (Developing a Bridge Module to Java Component for SID Simulator)

  • 하스룰;권진백
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2010년도 추계학술발표대회
    • /
    • pp.1635-1637
    • /
    • 2010
  • Simulation tools help creating a low cost and efficient development of embedded system. SID is an open source simulator software that consists library of components for modelling hardware and software components. A component can be written in C/C++ and Tcl/Tk. Currently, the SID simulation toolkit only provides support for C++ and Tcl/Tk. Tcl/Tk is used to write GUI-based components. However, we have observed that Tcl/Tk components cause slow simulation response because Tcl/Tk is a script language. It is not proper for developing the cutting-edge products with rich graphics. Therefore, in this paper, we suggest Java to a new language for GUI components in SID by developing a bridge module for SID to interworking with Java components.