• Title/Summary/Keyword: graphics hardware

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Design and Implementation of a Framework for Collaboration Systems in the Shipbuilding and Marine Industry (조선해양 설계분야에서 협업시스템을 위한 프레임워크의 설계 및 구현)

  • Yun, Moon-Kyeong;Kim, Hyun-Ju;Park, Min-Gil;Han, Myeong-Ki;Kim, Wan-Kyoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.270-273
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    • 2015
  • In shipbuilding and marine industry, engineering and design software solutions have upgraded from the original 2D schematic data based CAD system to a modern 3D drawing-based system. Due to the fact that the massive amount of data usage in real time and data volumes of various engineering models including graphic data have increased, several problems such as lack of server resources and improper handling of 3D drawings have been raised. Besides, increasing the number of session connections per server can cause deterioration of server performance. Recently, increasing the yard's sophisticated design capabilities highlighted the need to develop engineering and design system which would not only overcome the network performance issues, but would provide efficient collaborative design environment. This paper presents an overview of the framework for collaborative engineering design system based on the virtual application (Citrix XenApp 6.5)and acceleration hardware technology of 3D graphics (NVIDIA GRID K2 solution).

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IEEE-754 Floating-Point Divider for Embedded Processors (내장형 프로세서를 위한 IEEE-754 고성능 부동소수점 나눗셈기의 설계)

  • Jeong, Jae-Won;Hong, In-Pyo;Jeong, Woo-Kyong;Lee, Yong-Surk
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.39 no.7
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    • pp.66-73
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    • 2002
  • As floating-point operations become widely used in various applications such as computer graphics and high-definition DSP, the needs for fast division become increased. However, conventional floating-point dividers occupy a large hardware area, and bring bottle-becks to the entire floating-point operations. In this paper, a high-performance and small-area floating-point divider, which is suitable for embedded processors, is designed using he series expansion algorithm. The algorithm is selected to utilize two MAC(Multiply-ACcumulate) units for quadratic convergence to the correct quotient. The two MAC units for SIMD-DSP features are shared and the additional area for the division only is very small. The proposed divider supports all rounding modes defined by IEEE 754 standard, and error estimations are performed for appropriate precision.

Interaction between Water Surface and 3D Object by using Linear Convolution and Bounding Sphere (선형 컨벌루션과 경계구를 이용한 물표면과 객체의 실시간 상호작용 생성)

  • Kang, Gyeong-Heon;Lee, Hyeon-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.17-29
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    • 2008
  • In Computer Graphics, fluid dynamics is used for animating and expressing the various special effects of water. As the hardware performance is getting higher, the several algorithms for fluid dynamics become to be executed in real time. However, it still requires a lot of computational time to get the realistic and detailed results. Therefore, there are many researches on the techniques of balancing between performance and quality. It must give priority to the executive performance preserving the visual reality even though sacrificing the physical reality, specially in applications with the game context which need to express the interaction between 3D objects and the surface of the water such as the sea or a lake. In this paper, we propose a method for the realtime animation of interactions between 3D objects and the surface of the water using the linear convolution of height fields and the bounding spheres of object.

GPU based Maximum Intensity Projection using Clipping Plane Re-rendering Method (절단면 재렌더링 기법을 이용한 GPU 기반 MIP 볼륨 렌더링)

  • Hong, In-Sil;Kye, Hee-Won;Shin, Yeong-Gil
    • Journal of Korea Multimedia Society
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    • v.10 no.3
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    • pp.316-324
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    • 2007
  • Maximum Intensity Projection (MIP) identifies patients' anatomical structures from MR or CT data sets. Recently, it becomes possible to generate MIP images with interactive speed by exploiting Graphics Processing Unit (GPU) even in large volume data sets. Generally, volume boundary plane is obliquely crossed with view-aligned texture plane in hardware-texture based volume rendering. Since the ray sampling distance is not increased at volume boundary in volume rendering, the aliasing problem occurs due to data loss. In this paper, we propose an efficient method to overcome this problem by Re-rendering volume boundary planes. Our method improves image quality to make dense distances between samples near volume boundary which is a high frequency area. Since it is only 6 clipping planes are additionally needed for Re-rendering, high quality rendering can be performed without sacrificing computational efficiency. Furthermore, our method couldbe applied to Minimum Intensity Projection (MinIP) volume rendering.

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Development of a Rich Media Framework for Hybrid IPTV (하이브리드 IPTV를 위한 리치 미디어 프레임워크 개발)

  • Sung, Min-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.6
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    • pp.631-636
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    • 2010
  • With the growing trends of communication- broadcasting convergence, a hybrid IPTV that supports both IP network-based on-demand media and terrestrial or cable-based broadcast media is gaining attraction. This paper proposes a rich media framework for hybrid IPTV with support of the latest H.264 codec. For this purpose, we design and implement a media component and a RIA run-time engine customized for TV with the hybrid media. The media component has been designed to provide a uniform and efficient application interface to the various playback methods for RF broadcast and IP-based stored or live media. For performance and portability, it exploits media stream abstraction, adaptive on-demand I-frame search, and automatic calculation of play duration. Based on the proposed media interface, we develop a RIA run-time prototype. It has been carefully designed to fully utilize the built-in graphic acceleration hardware for optimized rendering in the resource-constrained IPTV environments. Demonstration and experiment results validate the performance and usefulness of the developed framework. The framework is expected to be used effectively to support graphics and hybrid media in the applications of IPTV-based VOD, advertisement, and education.

Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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A Study on Web-based Collaborative CAD System (웹 기반 협동 CAD시스템에 관한 연구)

  • 윤보열;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.4
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    • pp.767-773
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    • 2000
  • 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. In this paper, we propose a web-based collaborative CAD system, which can be jointly worked on Internet WWW being independent from any platforms. It can create and modify 3D objects easily using VRML and Java 3D API, and it can send, print, and store them. The interactive work for designing objects can be also carried out through chatting with each other. This system is executed in the environment of Client/server architecture. Clients connect to the CAD sewer through Java applet on WWW. The server is implemented by Java application, and it consists of three components : connection manager which controls the contact to users, work manager which keeps viewing in concurrency and provides virtual work space sharing with others, and solid modeler which creates 3D object.

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Design of a Parallel Rendering Processor Architecture with Effective Memory System (효과적인 메모리 구조를 갖는 병렬 렌더링 프로세서 설계)

  • Park Woo-Chan;Yoon Duk-Ki;Kim Kyoung-Su
    • The KIPS Transactions:PartA
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    • v.13A no.4 s.101
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    • pp.305-316
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    • 2006
  • Current rendering processors are organized mainly to process a triangle as fast as possible and recently parallel 3D rendering processors, which can process multiple triangles in parallel with multiple rasterizers, begin to appear. For high performance in processing triangles, it is desirable for each rasterizer have its own local pixel cache. However, the consistency problem may occur in accessing the data at the same address simultaneously by more than one rasterizer. In this paper, we propose a parallel rendering processor architecture resolving such consistency problem effectively. Moreover, the proposed architecture reduces the latency due to a pixel cache miss significantly. For the above two goals, effective memory organizations including a new pixel cache architecture are presented. The experimental results show that the proposed architecture achieves almost linear speedup at best case even in sixteen rasterizers.

3D Face Modeling from a Frontal Face Image by Mesh-Warping (메쉬 워핑에 의한 정면 영상으로부터의 3D 얼굴 모델링)

  • Kim, Jung-Sik;Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.16 no.1
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    • pp.108-118
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    • 2013
  • Recently the 3D modeling techniques were developed rapidly due to rapid development of computer vision, computer graphics with the excellent performance of hardware. With the advent of a variety of 3D contents, 3D modeling technology becomes more in demand and it's quality is increased. 3D face models can be applied widely to such contents with high usability. In this paper, a 3D face modeling is attempted from a given single 2D frontal face image. To achieve the goal, we thereafter the feature points using AAM are extracted from the input frontal face image. With the extracted feature points we deform the 3D general model by 2-pass mesh warping, and also the depth extraction based on intensity values is attempted to. Throughout those processes, a universal 3D face modeling method with less expense and less restrictions to application environment was implemented and it's validity was shown through experiments.

New generation software of structural analysis and design optimization--JIFEX

  • Gu, Yuanxian;Zhang, Hongwu;Guan, Zhenqun;Kang, Zhan;Li, Yunpeng;Zhong, Wanxie
    • Structural Engineering and Mechanics
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    • v.7 no.6
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    • pp.589-599
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    • 1999
  • This paper presents the development and applications of the software package JIFEX, a new finite element system which can be used for structural analysis and optimum design by the modern computer hardware and software technologies such as MS Windows95/NT and Pentium PC platforms. The complete system of JIFEX is programmed with $C/C^{++}$ language to make full use of advanced facilities of MS Windows95/NT. In the system, the finite element data pre-processing, based on the most popular CAD package AutoCAD (R13, R14), has been implemented, so that the finite element modeling could be integrated with geometric modeling of CAD. The system not only has interactive graphics facility for data post-processing, but also realizes the real-time computing visualization by means of the Dynamic Data Exchange (DDE) technique. Running on the Pentium computers, JIFEX can solve large-scale finite element analysis problems such as the ones with more than 60000 nodes in the finite element model.