• Title/Summary/Keyword: graphics hardware

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Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals (휴대 단말기에서 플래시 게임을 위한 Mobile Flash의 설계 및 구현)

  • Oh, Hwang-Seok;Lee, Jae-Young;Kim, Man-Soo;Lee, Chung-Hwan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.11-16
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    • 2005
  • As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.

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Real-time Flow Animation Techniques Using Computational Fluid Dynamics (전산유체역학을 이용한 실시간 유체 애니메이션 기술)

  • Kang Moon Koo
    • Journal of the Korean Society of Visualization
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    • v.2 no.2
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    • pp.8-15
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    • 2004
  • With all the recent progresses in computer hardware and software technology, the animation of fluids in real-time is still among the most challenging issues of computer graphics. The fluid animation is carried out in two steps - the physical simulation of fluids immediately followed by the visual rendering. The physical simulation is usually accomplished by numerical methods utilizing the particle dynamics equations as well as the fluid mechanics based on the Navier-Stokes equations. Particle dynamics method is usually fast in calculation, but the resulting fluid motion is conditionally unrealistic. The methods using Navier-Stokes equation, on the contrary, yield lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. This article presents a rapid fluid animation method by using the continuum-based fluid mechanics and the enhanced particle dynamics equations. For real-time rendering, pre-integrated volume rendering technique was employed. The proposed method can create realistic fluid effects that can interact with the viewer in action, to be used in computer games, performances, installation arts, virtual reality and many similar multimedia applications.

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An Efficient Hardware-Based Simulation Method for Artificial Winds (하드웨어를 이용한 효율적인 인공풍 시뮬레이션 방법)

  • Lee, Nam-Kyung;Ryu, Kwan-Woo;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.13A no.7 s.104
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    • pp.633-638
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    • 2006
  • In this paper, we present a simulation model for artificially generated winds which affect relatively restricted regions in comparison with natural winds. We first propose an artificial wind propagation model, and then propose an efficient way of calculating the effect of this wind model in the simulation environment. Through showing that our wind force calculation equation is similar to the typical intensity equation for illumination models, we can calculate the wind force indirectly by using the intensity equations for spotlights, and hence we can reduce the simulation time. Our method shows real-time capabilities, and thus can be used various real-time applications including computer games, virtual environments, etc.

Physical Parameters for Synthesis of Virtual Soap Bubbles using Straws (스트로를 이용한 가상 비눗방울 재현을 위한 물리 파라미터)

  • Seok, Yunji;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.455-460
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    • 2020
  • As computer hardware and computer graphics technologies have developed in recent years, one can find research on the creation of bubbles. However, it is not easy to find soap bubbles that are modeled and rendered using actual physical parameters. The bubbles are expressed in a variety of models and colors depending on which tool is used, which strength is used, and the conditions of the surrounding environment. Therefore, in this paper, we present synthetic methods to create virtual soap bubbles based on physical parameters derived from some straws such as the bubbles' diameter over time and the number of bubbles when blowing. On the top of that, we will show a model of a soap bubble that can be usable in a virtual reality contents and optimized with rendering parameters.

Unscented Kalman Snake for 3D Vessel Tracking

  • Lee, Sang-Hoon;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.1
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    • pp.17-25
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    • 2015
  • Purpose In this paper, we propose a robust 3D vessel tracking algorithm by utilizing an active contour model and unscented Kalman filter which are the two representative algorithms on segmentation and tracking. Materials and Methods The proposed algorithm firstly accepts user input to produce an initial estimate of vessel boundary segmentation. On each Computed Tomography Angiography (CTA) slice, the active contour is applied to segment the vessel boundary. After that, the estimation process of the unscented Kalman filter is applied to track the vessel boundary of the current slice to estimate the inter-slice vessel position translation and shape deformation. Finally both active contour and unscented Kalman filter are inter-operated for vessel segmentation of the next slice. Results The arbitrarily shaped blood vessel boundary on each slice is segmented by using the active contour model, and the Kalman filter is employed to track the translation and shape deformation between CTA slices. The proposed algorithm is applied to the 3D visualization of chest CTA images using graphics hardware. Conclusion Through this algorithm, more opportunities, giving quick and brief diagnosis, could be provided for the radiologist before detailed diagnosis using 2D CTA slices, Also, for the surgeon, the algorithm could be used for surgical planning, simulation, navigation and rehearsal, and is expected to be applied to highly valuable applications for more accurate 3D vessel tracking and rendering.

Tiled Image Compression Method to Reduce the Amount of Memory Needed for Image Processing in Mobile Devices (모바일 단말기에서 이미지 처리에 필요한 메모리 사용량을 줄이기 위한 타일화 이미지 압축 기법)

  • Oh, Hwang-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.35-42
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    • 2013
  • A new compressed image format is proposed to use a large size of image in mobile games without the constraints of hardware specifications such as memory amount, processing power, which encodes each block of a large size image in scan line order. Using the experiments, we show the effectiveness of proposed method compared with a general PNG in terms of compression ratios and required memory in decoding processes. Also, the loading delay can be reduced by decoding only the displaying area of a large image in run-time.

Fast GPU Computation of the Mass Properties of a General Shape and its Application to Buoyancy Simulation

  • Kim, Jin-Wook;Kim, Soo-Jae;Ko, Hee-Dong;Terzopoulos, Demetri
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.326-333
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    • 2007
  • To simulate solid dynamics,a we must com-pute the mass, the center of mass, and the products of inertia about the axes of the body of interest. These mass property computations must be continuously re-peated for certain simulations with rigid bodies or as the shape of the body changes. We introduce a GPU-friendly algorithm to approximate the mass properties for an arbitrarily shaped body. Our algorithm converts the necessary volume integrals into surface integrals on a projected plane. It then maps the plane into a frame-buffer in order to perform the surface integrals rapidly on the GPU. To deal with non-convex shapes, we use a depth-peeling algorithm. Our approach is image-based; hence, it is not restricted by the mathematical or geometric representation of the body, which means that it can efficiently compute the mass properties of any object that can be rendered on the graphics hardware. We compare the speed and accuracy of our algorithm with an analytic algorithm, and demonstrate it in a hydrostatic buoyancy simulation for real-time applications, such as interactive games.

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Design of Compiler & Variable-Length Instructions for SIMD Structured Shader (가변길이 SIMD구조 쉐이더 명령어 및 컴파일러 설계)

  • Kwak, Jae-Chang;Park, Tae-Ryoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.12
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    • pp.2691-2697
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    • 2010
  • Shader instructions and Compiler are designed for supporting 3D graphic shader 3.0 API. Variable-length instructions are proposed to reduce the size of hardware of graphic processor in SIMD structure by shortening the length of instructions. The designed shader compiler supports variable and two phased structured instructions, and can be programmable at ESSL level. Conformance Test proposed by Khronos group is accomplished to verify the design result of instructions and complier. The test result shows overall average 37% performance improvement at the 16 functions of basic GL shader.

A Study on a Solid Modeler for Web-based Collaborative Design (웹 기반 협동설계를 위한 솔리드 모델러에 관한 연구)

  • 김응곤;윤보열
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.10C
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    • pp.912-920
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    • 2002
  • As computer systems and communication technologies develop rapidly, CSCW(Computer Supported Collaborative Work) system appears nowadays, through which it is available to work on virtual space without any restriction of time and place. Most of CWCS systems depend on a special network and groupware. The systems of graphics and CAD are not so many because they are specified by hardware and application software. We propose a Web-based collaborative CAD system which is independent from any platforms, and develop a 3D solid modeler in the system. This system can be worked in the environment of Client/Server architecture. Clients connect to the design server through Java applet on WWW. The server is implemented by Java application.

Implementation of Ray Tracing Processor for the Parallel Processing (병렬처리를 위한 고속 Ray Tracing 프로세서의 설계)

  • Choe, Gyu-Yeol;Jeong, Deok-Jin
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.48 no.5
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    • pp.636-642
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    • 1999
  • The synthesis of the 3D images is the most important part of the virtual reality. The ray tracing is the best method for reality in the 3D graphics. But the ray tracing requires long computation time for the synthesis of the 3D images. So, we implement the ray tracing with software and hardware. Specially we design the hit-test unit with FPGA tool for the ray tracing. Hit-test unit is a very important part of ray tracing to improve the speed. In this paper, we proposed a new hit-test algorithm and apply the parallel architecture for hit-test unit to improve the speed. We optimized the arithmetic unit because the critical path of hit-test unit is in the multiplication part. We used the booth algorithm and the baugh-wooley algorithm to reduce the partial product and adapted the CSA and CLA to improve the efficiency of the partial product addition. Our new Ray tracing processor can produce the image about 512ms/F and can be adapted to real-time application with only 10 parallel processors.

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