• Title/Summary/Keyword: multiple rendering

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Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4120-4132
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    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.

A Framework for Constructing Interactive Tiled Display Applications (인터랙티브 타일드 디스플레이 응용프로그램 개발을 위한 프레임워크)

  • Cho, Yong-Joo;Kim, Seok-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.37-44
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    • 2009
  • This paper describes a new tiled display framework called, iTDF (Interactive Tiled Display Framework), that is designed to support rapid construction of the interactive digital 3D contents running on top of the cluster-based tiled display. This framework allows synchronizing the rendering slaves, sharing software's state over the network, the features, such as, launching multiple applications on a cluster-based computers, moving and resizing windows, synchronization of rendering slaves, distributed shared memory, and unified input interface. This paper analyzes the requirements of the framework and describes the design and implementation of the framework. A couple desktop-based applications are ported with the new iTDF and to find out the usefulness and usability of the framework.

Design of Special Function Unit for Vectorized SIMD Programmable Unified Shader (벡터화된 SIMD 프로그램어블 통합 셰이더를 위한 특수 함수 유닛 설계)

  • Jung, Jin-Ha;Kim, Kyeong-Seob;Yun, Jeong-Hee;Seo, Jang-Won;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.47 no.5
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    • pp.56-70
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    • 2010
  • Rendering technique generating 2 dimensional image to give reality and high performance graphical processor for efficient processing of massive data are necessary to support realistic 3 dimensional graphical image. Recently, graphical hardwares have evolved rapidly. This enables high quality rendering effect that we were unable to process in realtime. Improving shading technique enabled us to render realistic images but still much time is required for this process. Multiple operational units are being integrated in a graphical processor for effective floating point operation using massive data to process almost real looking images. In this paper, we have designed and implemented a special functional unit to support high quality 3 dimensional computer graphic image on programmable integrated shader processor. We have done evaluation through functional level simulation of designed special functional unit. Hardware resource usage rate and execution speed are measured implementing directly on FPGA Virtex-4(xc4vlx200).

MPEG-I RVS Software Speed-up for Real-time Application (실시간 렌더링을 위한 MPEG-I RVS 가속화 기법)

  • Ahn, Heejune;Lee, Myeong-jin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.655-664
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    • 2020
  • Free viewpoint image synthesis technology is one of the important technologies in the MPEG-I (Immersive) standard. RVS (Reference View Synthesizer) developed by MPEG-I and in use in MPEG group is a DIBR (Depth Information-Based Rendering) program that generates an image at a virtual (intermediate) viewpoint from multiple viewpoints' inputs. RVS uses the mesh surface method based on computer graphics, and outperforms the pixel-based ones by 2.5dB or more compared to the previous pixel method. Even though its OpenGL version provides 10 times speed up over the non OpenGL based one, it still shows a non-real-time processing speed, i.e., 0.75 fps on the two 2k resolution input images. In this paper, we analyze the internal of RVS implementation and modify its structure, achieving 34 times speed up, therefore, real-time performance (22-26 fps), through the 3 key improvements: 1) the reuse of OpenGL buffers and texture objects 2) the parallelization of file I/O and OpenGL execution 3) the parallelization of GPU shader program and buffer transfer.

An Implementation of Graphic Offloading Computing using GPU Virtualization based on API Remoting on a Server-based Software Service (서버 기반 SW 서비스에서 API 리모팅 기반의 GPU 가상화를 이용한 그래픽 분할 실행의 구현)

  • Choi, Won-Hyuk;Kim, Won-Young
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.53-62
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    • 2011
  • In this paper, we introduce a method of graphic offloading computing using a GPU virtualization technology in order to provide high demanding software like 3D software as an on-line software service. When the offloading software is executed on server's software virtualization environment, its graphic works are processed on a client's GPU using GPU virtualization, while on the other its data works are processed on server's CPU. To do that, we propose a method of rendering graphics information on client side GPU using API Remoting method. Also, we show the better performance than server based rendering method when we serve offloading software which include dynamical 3D graphics that display images are frequently changed through on-line. Moreover, we describe a method to virtualize offloading software by a process level and manage client's configuration information in order to decrease server's load when we provide software service to multiple clients.

The Development of Authoring Tool for 3D Virtual Space Based on a Virtual Space Map (가상공간지도 기반의 3차원 가상공간 저작도구의 개발)

  • Jung Il-Hong;Kim Eun-Ji
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.177-186
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    • 2006
  • This paper presents the development of a certain highly efficient authoring tool for constructing realistic 3D virtual space using image-based rendering techniques based on a virtual space map. Unlike conventional techniques such as TIP, for constructing a small 3D virtual space using single image, the authoring tool developed herein produces a wide 3D virtual space using multiple images. This tool is designed for constructing each small 3D virtual space for each input image, and for interconnecting these 3D virtual spaces into a wide 3D virtual space using a virtual space map. The map consists of three elements such as specific room, link point and passageway, and three directions. It contains various information such as the connection structure, the navigation information and so on. Also, the tool contains a user interface that let users construct the wide 3D virtual space easily.

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A study on the arrangement of actuators and speaker zones of the panel speaker (패널 스피커의 가진기 및 스피커 배치에 관한 연구)

  • Jung-Han Woo;Seong-Hyun Lee;Yun-Ho Seo;Pyung-Sik Ma;Dongjoon Kim
    • The Journal of the Acoustical Society of Korea
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    • v.42 no.5
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    • pp.388-394
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    • 2023
  • When the vibration of the thin panel by exciting single point is used to radiate sound, the inherent vibration characteristic of the plate itself causes influence on the radiated sound. A conventional panel speaker system usually uses the single or double point excitations for generating the sound through the panel itself. The radiated sound can be easily distorted due to the modal characteristics of the plate so it is difficult to expect sufficient sound power or high radiation efficiency. In this paper, to achieve an immersive sound field, the multiple speaker zones on a thin panel are created with the limited number of actuators. The designated vibration field which can generates directional sound is realized by employing the vibro-acoustic inverse rendering methods. Actuators are arranged from the positions which have the advantage of implementing with multi-modal excitations. The location and number of actuators are compared with the location and number of controllable speaker zones by conducting numerical simulations.

A Method of Patch Merging for Atlas Construction in 3DoF+ Video Coding

  • Im, Sung-Gyune;Kim, Hyun-Ho;Lee, Gwangsoon;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.259-260
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    • 2019
  • MPEG-I Visual group is actively working on enhancing immersive experiences with up to six degree of freedom (6DoF). In virtual space of 3DoF+, which is defined as an extension of 360 video with limited changes of the view position in a sitting position, looking at the scene from another viewpoint (another position in space) requires rendering additional viewpoints using multiple videos taken at the different locations at the same time. In the MPEG-I Visual workgroup, methods of efficient coding and transmission of 3DoF+ video are being studied, and they released Test Model for Immersive Media (TMIV) recently. This paper presents the enhanced clustering method which can pack the patches into atlas efficiently in TMIV. The experimental results show that the proposed method achieves significant BD-rate reduction in terms of various end-to-end evaluation methods.

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Display of operating feel of virtual tool in frictional contact with elastically deforming environment (마찰을 고려한 탄성변형 환경과 접촉하는 가상도구의 조작감 제시)

  • Choi, Hyoukryeol;Lee, Seungryong;Ryew, Sungmoo
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.22 no.4
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    • pp.790-800
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    • 1998
  • This paper presents a haptic rendering algorithm in the case that the virtual environment elastically deforms in response to the force applied by a user with a virtual tool. Considering friction, elasticity, multiple contacts and dynamics of the virtual object, this algorithm lets the operator have the feel of interactions in the virtual environment as close as to the reality. Based on the proposed algorithm several experiments are conducted and its effectiveness is confirmed.

Transformation of Mass Function and Joint Mass Function for Evidence Theory

  • Suh, Doug. Y.;Esogbue, Augustine O.
    • Journal of the Korean Institute of Intelligent Systems
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    • v.1 no.2
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    • pp.16-34
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    • 1991
  • It has been widely accepted that expert systems must reason from multiple sources of information that is to some degree evidential - uncertain, imprecise, and occasionally inaccurate - called evidential information. Evidence theory (Dempster/Shafet theory) provides one of the most general framework for representing evidential information compared to its alternatives such as Bayesian theory or fuzzy set theory. Many expert system applications require evidence to be specified in the continuous domain - such as time, distance, or sensor measurements. However, the existing evidence theory does not provide an effective approach for dealing with evidence about continuous variables. As an extension to Strat's pioneeiring work, this paper provides a new combination rule, a new method for mass function transffrmation, and a new method for rendering joint mass fuctions which are of great utility in evidence theory in the continuous domain.

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