• Title/Summary/Keyword: graphics library

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Development and verification of a novel system for computed tomography scanner model construction in Monte Carlo simulations

  • Ying Liu;Ting Meng ;Haowei Zhang ;Qi Su;Hao Yan ;Heqing Lu
    • Nuclear Engineering and Technology
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    • v.54 no.11
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    • pp.4244-4252
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    • 2022
  • The accuracy of Monte Carlo (MC) simulations in estimating the computed tomography radiation dose is highly dependent on the accuracy of CT scanner model. A system was developed to observe the 3D model intuitively and to calculate the X-ray energy spectrum and the bowtie (BT) filter model more accurately in Monte Carlo N-particle (MCNP). Labview's built-in Open Graphics Library (OpenGL) was used to display basic surfaces, and constructive solid geometry (CSG) method was used to realize Boolean operations. The energy spectrum was calculated by simulating the process of electronic shooting and the BT filter model was accurately modeled based on the calculated shape curve. Physical data from a study was used as an example to illustrate the accuracy of the constructed model. RMSE between the simulation and the measurement results were 0.97% and 0.74% for two filters of different shapes. It can be seen from the comparison results that to obtain an accurate CT scanner model, physical measurements should be taken as the standard. The energy spectrum library should be established based on Monte Carlo simulations with modifiable input files. It is necessary to use the three-segment splicing modeling method to construct the bowtie filter model.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.59-66
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    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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Visualization of Landscape Tree Forms Using Computer Graphic Techniques: Using the Plant Editing Module in AccuRender (컴퓨터 그래픽스를 활용한 조경수목 형상자료의 가시화 - AccuRender의 수목 모델링 모듈 활용을 중심으로 -)

  • 박시훈;조동범
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.4
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    • pp.143-150
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    • 1999
  • The purpose of this research is to find som ways to model tree forms more efficiently in reference with surveying structural data and handling parameters in plant Editor of AccuRender, the AutoCAD-based rendering software adopting the procedural plant modeling technique. In case of modelling a new tree, because it is efficient to modify an existing tree data as a template, we attempted to classify 81 species' data from existing plant library including conifers and deciduous tree. According to the qualitative characteristics and quantitative parameters of geometrical and branching structure, 8 types of tree form were classified with factor and cluster analysis. Some critical aspects found in the distributions of standardized scores of parameters in each type were discussed for explaining the tree forms intuitively. For adaptability of the resulted classification and typical parameters, 10 species of tree were measured and modelled, and proved to be very similar to the real structures of tree forms. CG or CAD-based plant modelling technique would be recommended not only as a presentation tool but for planting design, landscape simulation and assessment.

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Design of 3D Stereoscopic Electronic Book Authoring Tool Based on DirectX (DirectX기반 3차원 입체 eBook 영상 및 이미지 저작 도구 설계)

  • Park, Jinwoo;Lee, Keunhyoung;Kim, Jinmo;Hwang, Soyoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.171-173
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    • 2015
  • This paper proposes a design method of an authoring tool for making 3D e-book using DirectX development tools. There are several functions such as generation and modification of 3D objects, modification of textures, stereoscopic modes and pictures, video export and so on in the proposed authoring tool. To support these functions, we proposes design scheme such as data structures for generating 3D objects, anaglyph method using color differences and video export method using BandiCap library.

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The Implementation of Visualization for Ski Jump Using OpenGL (OpenGL를 이용한 스키점프 시각화 도구의 구현)

  • Park, Myeong-Chul;Park, Seok-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.137-143
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    • 2011
  • In this paper, we implement the ski jump visualization tool using the OpenGL graphics library. Among the evaluation elements of jump, the distance of jump is most important. Also, the distance of jump depends on Lift-to-Drag Ratio. In the previous studies, the visualization too according to the consequential changing of variety factors is insufficient. This study provides an easy style flying posture visualization tool to the user who using Lift-to-Drag Ratio. Furthermore, there is to implement an international standard jumping hill by virtue of entered five main data. The results of this study can be applied with reference data for better ski jump.

Implementation of CUDA-based Octree Algorithm for Efficient Search for LiDAR Point Cloud (라이다 점군의 효율적 검색을 위한 CUDA 기반 옥트리 알고리듬 구현)

  • Kim, Hyung-Woo;Lee, Yang-Won
    • Korean Journal of Remote Sensing
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    • v.34 no.6_1
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    • pp.1009-1024
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    • 2018
  • With the increased use of LiDAR (Light Detection and Ranging) that can obtain over millions of point dataset, methodologies for efficient search and dimensionality reduction for the point cloud became a crucial technique. The existing octree-based "parametric algorithm" has proved its efficiency and contributed as a part of PCL (Point Cloud Library). However, the implementation of the algorithm on GPU (Graphics Processing Unit) is considered very difficult because of structural constraints of the octree implemented in PCL. In this paper, we present a method for the parametric algorithm on GPU environment and implement a projection of the queried points on four directions with an improved noise reduction.

Tool Path Generation of a Die Cavity Defined by Sculptured Surfaces (자유곡면으로 이루어진 Cavity의 가공경로생성)

  • Jun, Yong-Tae;Park, Se-Hyung
    • Journal of the Korean Society for Precision Engineering
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    • v.10 no.3
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    • pp.161-167
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    • 1993
  • This paper deals with a new method for the machining of a die cavity defined by sculptured surfaces. In machining die cavities or pockets, process planners have been faced with some troulbes. One of the troubles ius to rebove a great deal of material within a given boundary while avoiding cutter interference. Cutter interference is a ciritical problem in NC machining of a die cavity. Even though this cavity machining has been implemented in many CAM systems, most of them can handle limited shapes of cavities or pockets. In this paper, a procedure has been developed to machine die cavity or pocket of a sculptured surface. The offset surfaces of the part surfaces and boundary surfaces are determined to calculate the intersection curves. These intersection curves form a FACE on the part surface, and the interference free tool pathe is generated by eliminating the points outside the FACE when computing the cutter contact (CC) data. Additionally, the cutter location (CL) data obtained from the CC data convert to an NC data. The NC data generated through this algorithm are verified on the CINCINNATI milling machine. A propotype die cavity machining system has been implemented in FORTRAN language and FIGARO graphics library on IRIS workstation.

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A Case Study on Utilizing Open-Source Software SDL in C Programming Language Learning (C 프로그래밍 언어 학습에 공개 소스 소프트웨어 SDL 활용 사례 연구)

  • Kim, Sung Deuk
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.1-10
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    • 2022
  • Learning C programming language in electronics education is an important basic education course for understanding computer programming and acquiring the ability to use microprocessors in embedded systems. In order to focus on understanding basic grammar and algorithms, it is a common teaching method to write programs based on C standard library functions in the console window and learn theory and practice in parallel. However, if a student wants to start a project activity or go to a deeper stage after acquiring some basic knowledge of the C language, using only the C standard library function in the console window limits what a student can express or control with the C program. For the purpose of making it easier for a student to use graphics or multimedia resources and increase educational value, this paper studies a case of applying Simple DirectMedia Layer (SDL), an open source software, into the C programming language learning process. The SDL-based programming course applied after completing the basic programming curriculum performed in the console window is introduced, and the educational value is evaluated through a survey. As a result, more than 56% of the respondents expressed positive opinions in terms of improved application ability, stimulating interest, and overall usefulness, and less than 4% of them had negative opinions.

A Hybrid Generation Method of Visual Effects for Mobile Entertainment Applications (모바일 엔터테인먼트 애플리케이션을 위한 혼합적 시각 효과 생성 방법)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.367-380
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    • 2015
  • This paper proposes a hybrid rendering method which combines pre-computed global illumination results and interactive local illumination techniques and thus could interactively produce photo-realistic visual effects for mobile entertainment applications. The proposed method uses the programmable shading capability of OpenGL, a de facto standard for computer graphics library so that it can be deployed in a real-world development environment. Also, it increases the rendering time by a negligible amount compared to normal rendering time since the pre-computed results are used as operands of plain arithmetic operations. Therefore it is expected to be applicable in practice for mobiles games which require real-time responsiveness to users.

Web-Based Distributed Visualization System for Large Scale Geographic Data (대용량 지형 데이터를 위한 웹 기반 분산 가시화 시스템)

  • Hwang, Gyu-Hyun;Yun, Seong-Min;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.835-848
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    • 2011
  • In this paper, we propose a client server based distributed/parallel system to effectively visualize huge geographic data. The system consists of a web-based client GUI program and a distributed/parallel server program which runs on multiple PC clusters. To make the client program run on mobile devices as well as PCs, the graphical user interface has been designed by using JOGL, the java-based OpenGL graphics library, and sending the information about current available memory space and maximum display resolution the server can minimize the amount of tasks. PC clusters used to play the role of the server access requested geographic data from distributed disks, and properly re-sample them, then send the results back to the client. To minimize the latency happened in repeatedly access the distributed stored geography data, cache data structures have been maintained in both every nodes of the server and the client.