• Title/Summary/Keyword: graphics library

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Compression of 3D Mesh Geometry and Vertex Attributes for Mobile Graphics

  • Lee, Jong-Seok;Choe, Sung-Yul;Lee, Seung-Yong
    • Journal of Computing Science and Engineering
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    • v.4 no.3
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    • pp.207-224
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    • 2010
  • This paper presents a compression scheme for mesh geometry, which is suitable for mobile graphics. The main focus is to enable real-time decoding of compressed vertex positions while providing reasonable compression ratios. Our scheme is based on local quantization of vertex positions with mesh partitioning. To prevent visual seams along the partitioning boundaries, we constrain the locally quantized cells of all mesh partitions to have the same size and aligned local axes. We propose a mesh partitioning algorithm to minimize the size of locally quantized cells, which relates to the distortion of a restored mesh. Vertex coordinates are stored in main memory and transmitted to graphics hardware for rendering in the quantized form, saving memory space and system bus bandwidth. Decoding operation is combined with model geometry transformation, and the only overhead to restore vertex positions is one matrix multiplication for each mesh partition. In our experiments, a 32-bit floating point vertex coordinate is quantized into an 8-bit integer, which is the smallest data size supported in a mobile graphics library. With this setting, the distortions of the restored meshes are comparable to 11-bit global quantization of vertex coordinates. We also apply the proposed approach to compression of vertex attributes, such as vertex normals and texture coordinates, and show that gains similar to vertex geometry can be obtained through local quantization with mesh partitioning.

High-Speed Implementations of Block Ciphers on Graphics Processing Units Using CUDA Library (GPU용 연산 라이브러리 CUDA를 이용한 블록암호 고속 구현)

  • Yeom, Yong-Jin;Cho, Yong-Kuk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.3
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    • pp.23-32
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    • 2008
  • The computing power of graphics processing units(GPU) has already surpassed that of CPU and the gap between their powers is getting wider. Thus, research on GPGPU which applies GPU to general purpose becomes popular and shows great success especially in the field of parallel data processing. Since the implementation of cryptographic algorithm using GPU was started by Cook et at. in 2005, improved results using graphic libraries such as OpenGL and DirectX have been published. In this paper, we present skills and results of implementing block ciphers using CUDA library announced by NVIDIA in 2007. Also, we discuss a general method converting source codes of block ciphers on CPU to those on GPU. On NVIDIA 8800GTX GPU, the resulting speeds of block cipher AES, ARIA, and DES are 4.5Gbps, 7.0Gbps, and 2.8Gbps, respectively which are faster than the those on CPU.

Parallel Multi-Monitor Display of Flight Simulation Graphics Using Linux Cluster (리눅스 클러스터를 이용한 비행환경 다중모니터 병렬 그래픽 처리)

  • Kim, Byoung-Soo;Kim, Ki-Young
    • Journal of the Korea Institute of Military Science and Technology
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    • v.9 no.3
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    • pp.20-24
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    • 2006
  • In this paper, our research efforts and activities for displaying flight simulation graphics on multi-monitors connected to a Linux cluster is introduced. In this pilot system graphics rendering as well as view calculation including LOD implementation for each monitor is peformed on each sub-node computer connected to the monitor rather than using an expensive main server. The Linux cluster is constructed by combining general-purpose desktop computers, and MPI library Is used for communication between sub-nodes. It could be concluded from our experience that it is possible to construct a massive multi-monitor display system by adding to the cluster as many sub-node computers and monitors as possible with economic efficiency.

Developemtn of Vehicle Dynamics Program AutoDyn7(II) - Pre-Processor and Post-Processor (차량동역학 해석 프로그램 AutoDyn7의 개발(∥) - 전처리 및 후처리 프로그램)

  • 한종규;김두현;김성수;유완석;김상섭
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.3
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    • pp.190-197
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    • 2000
  • A graphic vehicle modeling pre-processing program and a visualization post-processing program have been developed for AutoDyn7, which is a special program for vehicle dynamics. The Rapid-App for GUI(Graphic User Interface) builder and the Open Inventor for 3D graphic library have been employed to develop these programs in Silicon Graphics workstation. A Graphic User Interface program integrates vehicle modeling pre-processor, AutoDyn7 analysis processor, and visualization post-processor. In vehicle modeling pre-processor, vehicle hard point data for a suspension model are automatically converted into multibody vehicle system data. An interactive graphics capabilities provides suspension modeling aides to verify user input data interactively. In visualization post-processor, vehicle virtual test simulation results are animated with virtual testing environments.

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Implementing a set of Direct3D Functions on OpenGL (OpenGL을 이용한 Direct3D 기능의 구현)

  • Do, Joo-Young;Baek, Nak-Hoon
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.19-27
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    • 2011
  • In this paper, we present an emulation library for the essential features and their API function calls provided by Direct3D, the most actively used API for computer game-related application programs on the MS-Windows-based desktop's, with OpenGL library in the Linux environment. In typical Linux-based systems, only the X window system and OpenGL graphics library are available. There are lots of needs for this kind of emulation library to convert the Direct3D-based game applications and user interfaces on these systems. Through carefully selecting the essential API functions from the DirectX version 9.0, we obtained the prototype implementation of that emulation library, to finally get the final full-scale DirectX implementation. Our implementation currently covers 3D coordinate transformations, light and material processing, texture mapping, simple animation features and more. We showed its feasibility through successfully executing a set of Direct3D demonstration programs including a real-world game character animation on our implementation.

A Design of Programmable Fragment Shader with Reduction of Memory Transfer Time (메모리 전송 효율을 개선한 programmable Fragment 쉐이더 설계)

  • 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.2675-2680
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    • 2010
  • Computation steps for 3D graphic processing consist of two stages - fixed operation stage and programming required stage. Using this characteristic of 3D pipeline, a hybrid structure between graphics hardware designed by fixed structure and programmable hardware based on instructions, can handle graphic processing more efficiently. In this paper, fragment Shader is designed under this hybrid structure. It also supports OpenGL ES 2.0. Interior interface is optimized to reduce the delay of entire pipeline, which may be occurred by data I/O between the fixed hardware and the Shader. Interior register group of the Shader is designed by an interleaved structure to improve the register space and processing speed.

Construction of Virtual Campus, a Large-scale Virtual World (버츄얼 캠퍼스 : 대규모 가상 세계의 제작)

  • Seo, HyeWon;Chwa, SooJin;Wohn, KwangYun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.15-25
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    • 1997
  • In this paper, we describe the construction process of a large-scale virtual environment and navigation through it. We discuss on the problems found, future directions for improvements, and related research issues. KAIST campus was chosen as a target environment and was constructed as an integrated virtual world by modeling and configurating its terrain, buildings, and other objects. Constructing a large-scale virtual world itself is an important research issue. Moreover, it can be used not only in numerous applications such as campus information system, remote education, digital library, and internet application system but also as a testbed for the realtime computer graphics.

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Hardware Design of Pipelined Special Function Arithmetic Unit for Mobile Graphics Application (모바일 그래픽 응용을 위한 파이프라인 구조 특수 목적 연산회로의 하드웨어 설계)

  • Choi, Byeong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.8
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    • pp.1891-1898
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    • 2013
  • To efficiently execute 3D graphic APIs, such as OpenGL and Direct3D, special purpose arithmetic unit(SFU) which supports floating-point sine, cosine, reciprocal, inverse square root, base-two exponential, and logarithmic operations is designed. The SFU uses second order minimax approximation method and lookup table method to satisfy both error less than 2 ulp(unit in the last place) and high speed operation. The designed circuit has about 2.3-ns delay time under 65nm CMOS standard cell library and consists of about 23,300 gates. Due to its maximum performance of 400 MFLOPS and high accuracy, it can be efficiently applicable to mobile 3D graphics application.

Development of a Computer Graphics-Based Prototype CAD Tool for Planning Tendon Paths in Hand Rehabilitative Surgery (손 재활수술을 위한 힘줄경로 설계용 컴퓨터그래픽스 기반의 프로토타입 CAD 툴 개발)

  • Yoon, In-Mo
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.12
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    • pp.3435-3446
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    • 1999
  • The application of Computer Aided Design (CAD) tool to rehabilitative surgery of the hand is a new field of endeavor. It is considered that there are currently no existing systems designed to assist the orthopedic surgeon in planning complex procedures such as tendon transfer operations. Most tendon transfer operations are performed by surgeons on the basis of knowledge and experience gained through years of practice. However, with the help of this computer graphics-based CAD tool for planning tendon paths, the planning and the evaluation for the best operation on patients' hands also may be possible. The purpose of this study was to model kinematically the structure of the hand and design a prototype tendon path planning tool with a standard computer graphics library, in order for surgeons to perform tendon transfer surgery more objectively and quantitatively.

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Cooperative 3D Modelling System based on WebGL (WebGL기반 협업 3D 모델링 시스템)

  • Pyun, Hae-Gul;An, Haeng-A;Park, Jinho
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.189-196
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    • 2015
  • The proposed cooperative 3D modelling system enables more efficient modeling works by improving current cooperation systems. Current 3D modeling tasks work on off-line and most of works are cooperation systems which communicate by files. These cooperation system cannot be interactive, occurs time delay while feedback and must have some programs which can read the files. This paper solves these problems using web that has the characteristics of network and proposes new cooperation system form. Using WebGL(Web Graphics Library) which is proposing technology in technical realization of Web 3D modeling, we make 3D objects in web browser and these objects can be manipulated by server-client communication. Therefore, if people use this system, they can use real time interaction and feedback. Also this system lowers a software installation necessity and can access everytime if web browser is installed.