• Title/Summary/Keyword: hardware rendering

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Implementation of Stereoscopic 3D Video Player System Having Less Visual Fatigue and Its Computational Complexity Analysis for Real-Time Processing (시청피로 저감형 S3D 영상 재생 시스템 구현 및 실시간 처리를 위한 알고리즘 연산량 분석)

  • Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2865-2874
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    • 2013
  • Recently, most of movies top-ranked in the box office are screening in Stereoscopic 3D, and the world's leading electronics companies such as Samsung and LG are getting the hots for 3DTV sales. However, each person has different binocular disparity and different viewing distance, and thus he or she feels the severe visual fatigue and headaches if he or she is watching 3D content with the same binocular disparity, which is very different from things he or she feels in the real world. To solve this problem, this paper proposes and implement a 3D rendering system that correct the disparity of 3D content by reflecting binocular distance and viewing distance. Then, the computational complexity is analyzed. Optical-flow and Warping algorithms turn out to consume 732 seconds and 5.7 seconds per frame, respectively. Therefore, a dedicated chip-set for both blocks is strongly required for real-time HD 3D display.

A Framework Using UPPAAL to Verify Schedulability of Hierarchical Scheduling Systems (계층적 실시간 시스템 스케줄링 검증을 위한 정형적 프레임워크)

  • Ahn, So Jin;Hwang, Dae Yon;Choi, Jin Young
    • KIISE Transactions on Computing Practices
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    • v.21 no.9
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    • pp.604-609
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    • 2015
  • The use of Operating System(OS) virtualization is increasing as it provides many useful features such as efficient use of hardware(HW), easy system migration, and isolation between virtual spaces which prevents errors effecting each other. Recent development in HW has made it possible to use OS virtualization in embedded systems. However, implementing OS virtualization means that a multiple number of schedulers are layered in a system, rendering it difficult to analyze the schedulability of the system and errors are easily produced. Errors in safety critical embedded systems can cause serious damage to life and property; thus, the hierarchical schedulability must be verified. In this paper, we propose a framework which supports formal modeling and verification of hierarchical scheduling systems with UPPAAL.

Mixed Reality Extension System Using Beam Projectors : Beyond the Sight (빔 프로젝터를 이용한 혼합현실 확장 시스템 : Beyond the Sight)

  • Kim, Jongyong;Song, J.H;Park, J.H.;Nam, J.;Yoon, Seung-Hyun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.65-73
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    • 2019
  • Recently commercial mixed-reality devices have be launched and a variety of mixed-reality content has produced, but narrow field of view, which appear to be hardware technical limitations, are mentioned as an important issue for hindering immersion and limiting the scope of use. We propose a new innovative system that cooperate multiple beam projectors and a number of mixed reality devices. Using this technology, users can maximize immersion and minimize frustration of narrow viewing angles through 3D object rendering on background of large 2D screens. This system, named BtS (Beyond the Sight), is implemented on a client-server basis and includes the ability to calibrate between devices, share spatial coordinate systems, and synchronize real-time renderings as core modules. In this paper, each configuration module is described in detail and the possibility of its performance and application is shown through the introduction of mixed reality content case created using BtS system.

A Study on 3D Character Design for Games (About Improvement efficiency with 2D Graphics) (3D Game 제작을 위한 Character Design에 관한 연구 (3D와 2D Graphics의 결합효율성에 관하여))

  • Cho, Dong-Min;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1310-1318
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    • 2007
  • First of all, What was the modeling technique used to model 3D-Game character? It's a technique developed along several years, by experience... here is the bases Low polygons characters I always work in low polygon for two reasons -You can easily modify a low-poly character, change shapes, make morph for facial expressions etc -You can easily animate a low-poly character When the modeling is finished, Second, In these days, Computer hardware technologies have been bring about that expansion of various 3D digital motion pictured information and development. 3D digital techniques can be used to be diversity in Animation, Virtual-Reality, Movie, Advertisement, Game and so on. Besides, as computing power has been better and higher, the development of 3D Animations and Character are required gradually. In order to satisfy the requirement, Research about how to make 3D Game modeling that represents Character's emotions, sensibilities, is beginning to set its appearance. 3D characters in 3D Games are the core for the communications of emotion and the informations through their facial expression and characteristic motions, Sounds to Users. All concerning about 3D motion and facial expression are getting higher with extension of frequency in use. Therefore, in this study we suggest the effective method of modeling for 3D character and which are based on 2D Graphics.

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Development of K-$Touch^{TM}$ API for kinesthetic/tactile haptic interaction (역/촉감 햅틱 상호작용을 위한 "K-$Touch^{TM}$" API 개발 - 햅틱(Haptic) 개발자 및 응용분야를 위한 소프트웨어 인터페이스 -)

  • Lee, Beom-Chan;Kim, Jong-Phil;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.1-8
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    • 2006
  • This paper presents a development of new haptic API (Application Programming Interface) that is called K-$Touch^{TM}$ haptic API. It is designed in order to allow users to interact with objects by kinesthetic and tactile modalities through haptic interfaces. The K-$Touch^{TM}$ API would serve two different types of users: high level programmers who need an easy to use haptic API for creating haptic applications and researchers in the haptic filed who need to experiment or develop with new devices and new algorithms while not wanting to re-write all the required code from scratch. Since the graphic hardware based kinesthetic rendering algorithm implemented in the K-$Touch^{TM}$ API is different from any other conventional kinesthetic algorithms, this API can provide users with haptic interaction for various data representations such as 2D, 2.5D depth(height field), 3D polygon, and volume data. In addition, this API supports kinesthetic and tactile interaction simultaneously in order to allow users with realistic haptic interaction. With a wide range of applicative characteristics, therefore, it is expected that the proposed K-$Touch^{TM}$ haptic API will assists to have deeper recognition of the environments, and enhance a sense of immersion in environments. Moreover, it will be useful development toolkit to investigate new devices and algorithms in the haptic research field.

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Usefullness of CT Gastrography and Vurtual Gastroscopy using Computed Tomography in Detection of Gastric Cancer (위암 진단에 있어서의 CT 위장 조영술과 상부위장관 조영술과의 비교)

  • Baik Yong Hae;Lee Soon Jin;Lee Ji Yun;Noh Jae Hyung;Sohn Tae Sung;Kim Sung;Kim Yong Il
    • Journal of Gastric Cancer
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    • v.3 no.4
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    • pp.195-200
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    • 2003
  • Purpose: Advancement of computed tomography (CT) hardware and software has allowed thin section scanning and reconstruction of fascinating 2-dimentional (2D) and 3- dimentional (3D) images. Especially, the reconstruction of 3D images of gastrointestinal tract has been used in the detection and diagnosis of pre-malignant and malignant diseases. To compare the efficacy of CT gastrography with conventional upper gastrointenstinal series (UGIs) in gastric cancer patients. Materials and Methods: During Nov. 2002 and Mar. 2003, twenty-seven patients who had gastric cancer received both double contrast upper GI series and CT gastrography prior to radical surgery. Among these patients, nineteen had early gastric cancer (EGC) and 8 had advanced gastric cancer (AGC). Fifteen patients were male and 12 were female. The mean age was 54 yrs (range, $27\∼75$ yrs). The patients were placed on NPO and Stomach was distended with gas in fasting state prior to CT scanning. Double contrast upper GI series were performed as routine manual. CT scan was conducted in all patients using 8 or 16-channel multidetector CT in this study. The collimation and reconstruction for CT scanning were set at 2.5 mm and 1.25 mm, respectively. CT scanning was performed in the supine position. For image processing, CT gastrography, in which raysum and surface rendering images were constructed, virtual and 2D image in coronal and sagittal images were performed. The detectability of gastric cancer was assessed between UGIs and CT gastrography. Results: In AGCs, the detection rate of cancer using CT gastrography and virtual gastroscopy was higher than EGC cases. However, CT gastrography and virtual gastroscopy showed less favorable results than UGIs. Even though only a small number of cases had been studied, we might conclude that CT gastrography and virtual gastroscopy could replace UGIs in the detection of AGC cases. Conclusion: The detection rate used with CT gastrography and Virtual gastroscopy is not better than that of UGIs in early gastric cancer, however, in advanced gastric cancer cases, it is nearly equal to that of UGIs.

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A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.