• Title/Summary/Keyword: hardware rendering

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A Study on an Optimization of 3D Rendering for Games using DirectX Graphics (DirectX Graphics기반 게임용 3D 렌더링 최적화에 대한 연구)

  • Woo, Seok-Jin;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.68-72
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    • 2001
  • DirectX Graphics plays the role of hardware independent 3 dimensional drawing interface for 3 dimensional video display. However the APIs in DirectX Graphics provide not only small improvement in velocity in the lowest level but also unstable performance of velocity according to their usages. In this paper, we present the structure of 3D game engine of efficient performance and describe functions and implementational features of game engines for an efficient 3D rendering in the environment of DirecX Graphics.

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A Data Structure for Real-time Volume Ray Casting (실시간 볼륨 광선 투사법을 위한 자료구조)

  • Lim, Suk-Hyun;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.40-49
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    • 2005
  • Several optimization techniques have been proposed for volume ray casting, but these cannot achieve real-time frame rates. In addition, it is difficult to apply them to some applications that require perspective projection. Recently, hardware-based methods using 3D texture mapping are being used for real-time volume rendering. Although rendering speed approaches real time, the larger volumes require more swapping of volume bricks for the limited texture memory. Also, image quality deteriorates compared with that of conventional volume ray casting. In this paper, we propose a data structure for real-time volume ray casting named PERM (Precomputed dEnsity and gRadient Map). The PERM stores interpolated density and gradient vector for quantized cells. Since the information requiring time-consuming computations is stored in the PERM, our method can ensure interactive frame rates on a consumer PC platform. Our method normally produces high-quality images because it is based on conventional volume ray casting.

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An Efficient z-Buffer Algorithm using Temporal Coherence (시간 일관성을 이용한 효율적인 z-버퍼 알고리즘)

  • Oh, Kyung-Su;Shin, Yeong-Gil;Shin, Byeong-Seok
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.1
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    • pp.13-22
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    • 2000
  • We present a method that enhances the rendering speed of z-buffer algorithm using temporal coherence between two contiguous frames on fixed viewing conditions. Conventional z-buffer algorithm stores depth value for each pixel on a view plane while rendering some polygons, then it determines the visibility of the remaining polygons based on the stored depth values. If we can get color and depth information for some polygons without rendering, it is possible to generate an image by rendering only the remaining ones. In case of high frame rate, we can find the fact that sets of static polygons of the two contiguous frames are almost the same. This temporal coherence enables us to get the color and depth information of static polygons efficiently. Our algorithm stores color and depth information of static polygons and reuses it for generating the next frame. This method can be easily implemented since it does not require complex data structure and modification for conventional z-buffer algorithm. Also it is adequate for hardware implementation.

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An Acceleration Technique of Terrain Rendering using GPU-based Chunk LOD (GPU 기반의 묶음 LOD 기법을 이용한 지형 렌더링의 가속화 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.69-76
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    • 2014
  • It is hard to represent massive terrain data in real-time even using recent graphics hardware. In order to process massive terrain data, mesh simplification method such as continuous Level-of-Detail is commonly used. However, existing GPU-based methods using quad-tree structure such as geometry splitting, produce lots of vertices to traverse the quad-tree and retransmit those vertices back to the GPU in each tree traversal. Also they have disadvantage of increase of tree size since they construct the tree structure using texture. To solve the problem, we proposed GPU-base chunked LOD technique for real-time terrain rendering. We restrict depth of tree search and generate chunks with tessellator in GPU. By using our method, we can efficiently render the terrain by generating the chunks on GPU and reduce the computing time for tree traversal.

GPU-accelerated Global Illumination for Point Set Rendering (GPU 가속을 이용한 점집합 렌더링을 위한 전역 조명기법)

  • Min, Heajung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.1
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    • pp.7-15
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    • 2020
  • In the process of visualizing a point set representing a smooth manifold surface, global illumination techniques can be used to render a realistic scene with various effects of lighting. Thanks to the continuous demand for ray tracing and the development of graphics hardware, dedicated GPUs and programmable pipeline for ray tracing have been introduced in recent years. In this paper, real-time global illumination rendering is studied for a point-set model using ray-tracing GPUs. We apply the moving least-squares (MLS) method to approximate the point set to a smooth implicit surface and render it using global illumination by performing massive ray-intersection tests with the surface and generating shading effects at the intersection point. As a result, a complicated point-set scene consisting of more than 0.5M points can be generated in real-time.

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.

Development of Data Analysis and Visualization Program with Stereoscopic Viewing (입체 구현 기능을 지닌 데이터 분석 및 가시화 프로그램의 개발)

  • Na Jeoung-Su;Kim Ki-Young;Kim Byoungsoo
    • 한국전산유체공학회:학술대회논문집
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    • 2002.05a
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    • pp.158-163
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    • 2002
  • In the present study a 3D data visualization and analysis program with stereoscopic viewing is introduced. The GUI of the program is based on Qt-library, while all the graphic rendering is performed with OpenGL library. The program allocates memory dynamically according to the data size so that the problem size is only limited by the computer's hardware memory. The stereoscopic viewing is realized by carefully-calibrated projection and color-masking of red and blue color for the left and right eye, and the only hardware needed for the stereoscopic visualization of 3D data is a cheap and easily-available red/blue glasses. Further work for addition of more functions and options to the present program will be continued.

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A Soft Shadow Technique for a Real-time Mobile Ray Tracing Hardware (실시간 모바일 레이트레이싱 하드웨어를 위한 소프트 쉐도우 생성 기법)

  • Kwon, Hyuck-Joo;Hong, Dukki;Park, Woo-Chan;Lee, Sanghoon
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.55-64
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    • 2017
  • In this paper, a novel soft shadow method is suggested to support realistic shadows in mobile ray tracing. In ray tracing, soft shadow is generally generated by sampling a shadow ray. As this sampling method increases the number of rays to be processed, it has undermined the performance. We designed the proposed soft shadow processing method and hardware architecture to overcome this problem through selective shadow generation and triangle address caching for minimizing the performance degradation caused by sampling. The proposed hardware architecture can be integrated into a mobile ray-tracing hardware and was evaluated in terms of its performance on the FPGA. Based on the results, the rendering performance about 4, 8, and 16 samples were improved, respectively, by 40%, 50%, and 56% on average compared to the previous method, and it was found that the real-time soft shadow processing is feasible with the proposed hardware architecture.

An Effective Structure of Hardware Compression for Potentially Visible Set of Indoor 3D Game Scenes (실내 3D 게임 장면의 잠재적 가시 집합을 위한 효과적인 하드웨어 압축 구조)

  • Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.29-38
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    • 2014
  • In the large scale indoor 3D game scenes, the data amount of potentially visible set (PVS) which pre-computes the information of occlusion culling can be huge. However, the large part of them can be represented as zero. In this paper, the effective hardware structure is designed, which compresses PVS data as the way of zero run length encoding (ZRLE) during building the scene trees of 3D games in mobile environments. The compression ratio of the proposed structure and the rendering speed (frame per second: FPS) according to both PVS culling and frustum culling are analyzed under 3D game simulations.

An Effective Viewport Resolution Scaling Technique to Reduce the Power Consumption in Mobile GPUs

  • Hwang, Imjae;Kwon, Hyuck-Joo;Chang, Ji-Hye;Lim, Yeongkyu;Kim, Cheong Ghil;Park, Woo-Chan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.3918-3934
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    • 2017
  • This paper presents a viewport resolution scaling technique to reduce power consumption in mobile graphic processing units (GPUs). This technique controls the rendering resolution of applications in proportion to the resolution factor. In the mobile environment, it is essential to find an effective resolution factor to achieve low power consumption because both the resolution and power consumption of a GPU are in mutual trade-off. This paper presents a resolution factor that can minimize image quality degradation and gain power reduction. For this purpose, software and hardware viewport resolution scaling techniques are applied in the Android environment. Then, the correlation between image quality and power consumption is analyzed according to the resolution factor by conducting a benchmark analysis in the real commercial environment. Experimental results show that the power consumption decreased by 36.96% on average by the hardware viewport resolution scaling technique.