• Title/Summary/Keyword: graphics hardware

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Domestic Production Process of Early Korean Broadcast CG Equipment

  • Nah, So-Mi
    • Journal of Multimedia Information System
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    • v.8 no.4
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    • pp.285-294
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    • 2021
  • The development process of domestic CG (Computer Graphics) needs to be studied by classifying the technical part and the design part. This paper analyzes how early domestic broadcast equipment evolved and focused on what went through the development process. Domestic broadcasting companies have introduced and used overseas equipment and have begun to develop their own technology. The development process of the early domestic production technology of broadcasting stations was classified into Character Generator, On-line Real-Time Graphic and Sport Coder. It was found that the orientation of broadcasting technology was conclusively focused on visualization, with socio-cultural factors acting along with the evolution of hardware and software. This research is meaningful in reorganizing the history of the development process of domestic CG technology in the early days through previous research (primary verification), newspaper articles and news coverage (secondary verification). This paper looks at what is missing by regaining the past of CG, and argues that with the advent of new technologies today, we must develop through appropriate division of roles and collaboration between engineers and designers.

A Camera Tracking System for Post Production of TV Contents (방송 콘텐츠의 후반 제작을 위한 카메라 추적 시스템)

  • Oh, Ju-Hyun;Nam, Seung-Jin;Jeon, Seong-Gyu;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.692-702
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    • 2009
  • Real-time virtual studios which could run only on expensive workstations are now available for personal computers thanks to the recent development of graphics hardware. Nevertheless, graphics are rendered off-line in the post production stage in film or TV drama productions, because the graphics' quality is still restricted by the real-time hardware. Software-based camera tracking methods taking only the source video into account take much computation time, and often shows unstable results. To overcome this restriction, we propose a system that stores camera motion data from sensors at shooting time as common virtual studios and uses them in the post production stage, named as POVIS(post virtual imaging system). For seamless registration of graphics onto the camera video, precise zoom lens calibration must precede the post production. A practical method using only two planar patterns is used in this work. We present a method to reduce the camera sensor's error due to the mechanical mismatch, using the Kalman filter. POVIS was successfully used to track the camera in a documentary production and saved much of the processing time, while conventional methods failed due to lack of features to track.

Efficient Hausdorff Distance Computation for Planar Curves (평면곡선에 대한 Hausdorff 거리 계산의 가속화 기법에 대한 연구)

  • Kim, Yong-Joon;Oh, Young-Taek;Kim, Myung-Soo
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.115-123
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    • 2010
  • We present an efficient algorithm for computing the Hausdorff distance between two planar curves. The algorithm is based on an efficient trimming technique that eliminates the curve domains that make no contribution to the final Hausdorff distance. The input curves are first approximated with biarcs within a given error bound in a pre-processing step. Using the biarc approximation, the distance map of an input curve is then approximated and stored into the graphics hardware depth-buffer by rendering the distance maps (represented as circular cones) of the biarcs. We repeat the same procedure for the other input curve. By sampling points on each input curve and reading the distance from the other curve (stored in the hardware depth-buffer), we can easily estimate a lower bound of the Hausdorff distance. Based on the lower bound, the algorithm eliminates redundant curve segments where the exact Hausdorff distance can never be obtained. Finally, we employ a multivariate equation solver to compute the Hausdorff distance efficiently using the remaining curve segments only.

Design and Simulation of Edge Painting Machine for Image Rasterization (Image rasterization을 위한 Edge Painting Machine의 설계 및 simulation)

  • Choi, Sang-Gil;Kim, Sung-Soo;Eo, Kil-Su;Kyung, Chong-Min
    • Proceedings of the KIEE Conference
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    • 1987.07b
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    • pp.1492-1494
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    • 1987
  • This paper describes a hardware architecture called Edge Painting Machine for real time generation of scan line images for raster scan graphics display. The Edge Painting Machine consists of Scanline Processor which converts polygon data sorted in their depth priority into a set of scan line commands for each scan line, and Edge Painting Tree which converts the scanline commands set into a raster line image. Edge painting tree has been designed using combinational logic circuit. The designed circuit has been simulated to verify the proper functioning. A salient feature of the EPT is that hardware composition is simple, because each processor is constituted by only combinational logic circuit.

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Volume Rendering Using Multi-Textures (Multi-Textures를 이용한 Volume Rendering)

  • 박재영;이병일;최흥국
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2000.12a
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    • pp.169-172
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    • 2000
  • Direct volume rendering has yet been restricted to high-end graphic workstations and special-purpose hardware, due to the large amount of trilinear interpolation, that are necessary to obtain high image quality. In this paper, we implemented the volume rendering techniques using the 2D-texture at the environment of standard PC hardware. In addition, we show how multi-texturing capabilities of modern PC graphics board are enable to volume rendering. Besides using extended OpenGL function, we improved pixel operations and rendering capacity.

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Implementation of a Physically Based Motion Engine (물리 기반 모션 엔진의 구현)

  • 정일권;박기주;이인호
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1415-1418
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    • 2003
  • Recent performance improvement in computer and graphics hardware makes it possible to simulate a physical phenomenon in real time. VR department at ETRI has implemented a fast and robust physically based motion engine (PBM) for their general-purpose 3D online game engine. 'Dream 3D'. This paper shows the underlying algorithms of the PBM and introduces the structure and implementation results of it briefly.

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An anti-aliasing two-pass image rotation (Aliasing 감소를 위한 two-pass 영상회전변환)

  • 정덕진;이택주
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.34S no.12
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    • pp.98-105
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    • 1997
  • Image transformation ahs been widely used in compuater graphics, computer vision, robot vision, and image processing. Image rotation is one of important part of image transformation. In image rotation, a two-pass algorithm has many advantages over a one-pass algorithm in high speed computation. This paper presents a new two-pass algorithm that overcomes the limitations of previously reported effect of interpolation. A brief comparison of existent techniques and the twp-pass algorithm newly suggeste is presented. This paper also present the hardware structure for the two-pass algorithm suggested.

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Real-Time Stereo Matching of HD Video Using Graphics Hardware (그래픽 하드웨어를 이용한 HD 영상의 실시간 스테레오 정합)

  • Oh, Juhyun;Sohn, Kwanghoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.35-38
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    • 2011
  • 최근 3DTV 의 급격한 활성화로 스테레오 영상 콘텐츠 제작이 크게 증가하고 있다. 스테레오 영상은 일반 2D 영상과 달리 깊이(depth)가 존재하므로 자막과 같은 그래픽의 삽입에서 그 깊이를 반드시 고려해야 한다. 또한 시각피로를 줄이기 위해 스테레오 촬영 시 영상의 변이맵(disparity map)을 실시간 관찰할 필요성도 요구되고 있다. 본 논문에서는 최신의 그래픽 하드웨어를 이용하여 듀얼스트림 HD 영상을 실시간으로 스테레오 정합하는 방법을 제안한다.

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Verification of IEEE 802.11 MAC Layer Using Verilog PLI (Programming Language Interface) (Verilog PLI를 이용한 IEEE 802.11 MAC Layer 검증)

  • Jeong, Jea-Heon;Jeong, Yong-Jin
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.427-428
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    • 2008
  • 본 논문에서는 IEEE 802.11 MAC Layer의 Reception, Transmission 검증을 위해 PLI (Programing Language Interface)를 이용한 방법을 제안한다. PLI를 이용한 검증은 시스템 Level의 검증으로써 설계단계에서 문제점을 확인하고 수정할 수 있다. 그러므로 불필요한 개발비의 낭비를 줄일 수 있고 개발 기간 단축의 효과를 거둘 수 있다. 검증을 위해 Mentor Graphics 사의 HDL (Hardware Description Language) 시뮬레이터인 Modelsim 6.1g Version을 사용하고 PLI를 이용하여 검증 환경을 구축한다.

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Implementation of Ray Tracing using Hit-Test Unit (Hit-Test Unit을 이용한 Ray Tracing의 구현)

  • Choi, K.Y.;Chung, D.J.
    • Proceedings of the KIEE Conference
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    • 1997.11a
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    • pp.402-404
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    • 1997
  • 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 implements the ray tracing with software and hardware. Specially we designs the hit-test unit with FPGA tool for the ray-tracing.

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