• 제목/요약/키워드: graphics information

검색결과 1,029건 처리시간 0.029초

협업 설계에서의 다중해상도 모델링 응용 (Application of Multi-Resolution Modeling in Collaborative Design)

  • 김태성;한정현
    • 한국컴퓨터그래픽스학회논문지
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    • 제9권2호
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    • pp.1-9
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    • 2003
  • Information assurance(IA) refers to methodologies to protect engineering information by ensuring its availability, confidentiality, integrity, non-repudiation, authentication, access control, etc. In collaborative design, IA techniques are needed to protect intellectual property, establish security privileges and create "need to know" protections on critical features. Aside from 3D watermarking, research on how to provide IA to distributed collaborative engineering teams is largely non-existent. This paper provides a framework for information assurance within collaborative design, based on a technique we call role-based viewing. Such role-based viewing is achieved through integration of multi-resolution geometry and security models. 3D models are geometrically partitioned, and the partitioning is used to create multi-resolution mesh hierarchies. Extracting an appropriately simplified model suitable for access rights for individual designers within a collaborative design environment is driven by an elaborate access control mechanism.

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노이즈 기반의 새로운 피쳐(feature)와 SVM에 기반한 개선된 CG(Computer Graphics) 및 PI(Photographic Images) 판별 방법 (New feature and SVM based advanced classification of Computer Graphics and Photographic Images)

  • 정두원;정현지;홍일영;이상진
    • 정보보호학회논문지
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    • 제24권2호
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    • pp.311-318
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    • 2014
  • 컴퓨터 그래픽 기술은 사람의 눈으로 컴퓨터 그래픽과 카메라로 촬영한 사진을 구분하기 힘들 정도로 발전하였다. 그래픽 기술의 진보는 인간에게 많은 편의를 주었으나 악의적인 조작 편집 및 사기 기법으로 사용되는 등 부작용도 수반하였다. 이에 대응하기 위해 이미지의 피쳐(feature)를 이용하여 컴퓨터 그래픽을 판별해내는 알고리즘에 대한 연구가 진행되고 있다. 본 논문에서는 기존에 제안된 알고리즘을 직접 검증해보고 컴퓨터 그래픽의 특성을 잘 나타내는 노이즈에 기반한 새로운 피쳐를 제안한다. 또한 선행 연구에서 제안한 피쳐와 함께 SVM(Support Vector Machine)을 활용하여 판별 정확도를 높이는 방법을 소개한다.

모션그래픽을 활용한 배경영상디자인 연구 (A Study on Stage Background Image Design utilizing the Motion Graphics)

  • 최지혜;김치용
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2011년도 춘계학술대회
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    • pp.365-368
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    • 2011
  • 영상은 현대인의 욕구에 부응 가능한 가장 적합한 매체로 떠오르고 있으며 영상의 방향 중 모션 그래픽은 관객의 시각과 청각을 동시에 자극하는 뉴미디어이며 사운드와 비주얼로 메시지를 전달할 수 있는 감성커뮤니케이션의 주요한 수단으로 주목받고 있다. 본 연구는 무대 배경에 쓰인 모션그래픽이 관객에게 어떤 느낌을 주며 그 효과와 효율은 어떠한지에 대해 알아보고 무대 배경에 모션그래픽을 적용하는 것이 일반화 되어있지 않아 그 조사범위가 한정되어 있었지만 최근 2~3년간 모션그래픽 사용빈도가 증가하고 있음을 알 수 있게 되어 앞으로 더욱 많은 분야에서 모션그래픽이 활용될 수 있을 것이란 사실에 의의를 두고 있다.

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3D Graphics Library for Generating Real-time Special Effects

  • Kim Eung-Kon;Yoo Bong-Kil;Song Seung-Heon
    • Journal of information and communication convergence engineering
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    • 제2권3호
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    • pp.172-176
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    • 2004
  • In special effects industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. This paper presents particle system graphics library for generating special effects in video games and virtual reality applications. The library is a set of functions that allow c++ programs to simulate the dynamics of particles for special effects in interactive and non-interactive graphics applications, not for scientific simulation.

Extracting Graphics Information for Better Video Compression

  • Hong, Kang Woon;Ryu, Won;Choi, Jun Kyun;Lim, Choong-Gyoo
    • ETRI Journal
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    • 제37권4호
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    • pp.743-751
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    • 2015
  • Cloud gaming services are heavily dependent on the efficiency of real-time video streaming technology owing to the limited bandwidths of wire or wireless networks through which consecutive frame images are delivered to gamers. Video compression algorithms typically take advantage of similarities among video frame images or in a single video frame image. This paper presents a method for computing and extracting both graphics information and an object's boundary from consecutive frame images of a game application. The method will allow video compression algorithms to determine the positions and sizes of similar image blocks, which in turn, will help achieve better video compression ratios. The proposed method can be easily implemented using function call interception, a programmable graphics pipeline, and off-screen rendering. It is implemented using the most widely used Direct3D API and applied to a well-known sample application to verify its feasibility and analyze its performance. The proposed method computes various kinds of graphics information with minimal overhead.

3D Graphics Visualization and Context Information Service for a Virtual Tourist System

  • Nguyen, Congdu;Le, Minh Tuan;Yoon, Dae-Il;Kim, Hae-Kwang
    • Journal of Ubiquitous Convergence Technology
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    • 제1권1호
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    • pp.47-52
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    • 2007
  • In this paper, we present a virtual tourist system with realtime 3D visualization and the assistance of context information service. Our system enables a visitor to take a discovering tour on a virtual environment from a remote client by following navigator or by self-navigating. During the tour, the system provides immersive 3D graphics contents while supporting relevant information to the visitors corresponding to their positions in the virtual environment. When the visitors interact with interested objects, the context information service will also support introduction information for presenting about the objects. The introduction information based on text format is represented by a comfortable way-audio conversion to visitors in different languages depended on their preferences using TTS(Text-To-Speak) tool.

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A Design of a 8-Thread Graphics Processor Unit with Variable-Length Instructions

  • Lee, Kwang-Yeob;Kwak, Jae-Chang
    • Journal of information and communication convergence engineering
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    • 제6권3호
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    • pp.285-288
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    • 2008
  • Most of multimedia processors for 2D/3D graphics acceleration use a lot of integer/floating point arithmetic units. We present a new architecture with an efficient ALU, built in a smaller chip size. It reduces instruction cycles significantly based on a foundation of multi-thread operation, variable length instruction words, dual phase operation, and phase instruction's coordination. We can decrease the number of instruction cycles up to 50%, and can achieve twice better performance.

FIRE DISASTER SIMULATION BASED ON PARTICLE SYSTEM

  • Shin, Zen-Chung;Chen, Yean-Liang
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.195-200
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    • 1999
  • In computer graphics, the modeling and simulation of flames is a challenging problem. In this paper, we propose an approach for the simulation of a fire disaster. We use particle systems to describe the dynamic behavior fire. The illumination of dynamic flame is rendered by progressive radiosity algorithm.

A DYNAMIC GRAPHICAL METHOD FOR REGRESSION DIAGNOSTICS

  • Park, Sung H.;Kim, You H.
    • 품질경영학회지
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    • 제19권2호
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    • pp.1-16
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    • 1991
  • Recently, Cook and Weisberg(l989) presented dynamic graphics for regression diagnostics. They suggested animating graphics which could aid to understanding the effects of adding a variable to a model. In this paper, using the Cook and Weisberg's idea of animation, we propose a dynamic graphical method for residuals to display the effects of removing an observation from a model. Based on the information obtained from these animating graphics, it is possible to see the influence of outliers on influencial observations for regression diagnostics.

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