• Title/Summary/Keyword: vector graphics

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Estimating Simulation Parameters for Kint Fabrics from Static Drapes (정적 드레이프를 이용한 니트 옷감의 시뮬레이션 파라미터 추정)

  • Ju, Eunjung;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.5
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    • pp.15-24
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    • 2020
  • We present a supervised learning method that estimates the simulation parameters required to simulate the fabric from the static drape shape of a given fabric sample. The static drape shape was inspired by Cusick's drape, which is used in the apparel industry to classify fabrics according to their mechanical properties. The input vector of the training model consists of the feature vector extracted from the static drape and the density value of a fabric specimen. The output vector consists of six simulation parameters that have a significant influence on deriving the corresponding drape result. To generate a plausible and unbiased training data set, we first collect simulation parameters for 400 knit fabrics and generate a Gaussian Mixed Model (GMM) generation model from them. Next, a large number of simulation parameters are randomly sampled from the GMM model, and cloth simulation is performed for each sampled simulation parameter to create a virtual static drape. The generated training data is fitted with a log-linear regression model. To evaluate our method, we check the accuracy of the training results with a test data set and compare the visual similarity of the simulated drapes.

Fast Intersection Test and Interpolation in Ray Tracing Algorithm (광선 추적 알고리즘에서의 빠른 교차 검사와 보간법)

  • Jeong, Yeon-Chul;Kim, Jay-Jeong
    • Journal of the Korea Computer Graphics Society
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    • v.1 no.2
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    • pp.234-240
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    • 1995
  • 광선추적법에서 계산시간의 대부분은 광선과 물체와의 교차 검사에 사용된다. 그러므로 빠른 교차검사는 광선추적 알고리즘의 속도 증가를 가져올 수 있다. 따라서 본 논문에서는 광선 추적 알고리즘을 이용하여 삼각형이나 사각형등의 물체로 구성된 이미지를 생성할 때 전처리과정(preprocessing)에서 미리 계산된 두 상수 vector $\hat{u}$$\hat{v}$을 이용하여 지금까지 알려진 방법보다 빠른 교차 검사를 수행함으로써 속도를 향상 시키는 방법을 제안한다. 또한 이 결과를 삼각형의 보간(interpolation)에서 뿐만 아니라, 적응분할(adaptive subdivision) 방법을 사용하는 래디오시티 모델(radiosity model)에서 자주 사용되는 일반 사각형에서의 효율적인 bilinear interpolation 기법을 제시한다.

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The Brassica/Arabidopsis Comparative Genome Browser A Novel Approach to Genome Browsing

  • Lewis Christopher T.;Sharpe Andrew G.;Lydiate Derek J.;Parkin Isobel A.P.
    • Journal of Plant Biotechnology
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    • v.5 no.4
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    • pp.197-200
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    • 2003
  • Scalable Vector Graphics (SVG) has enabled a visually appealing, browser-based application for the display of Brassica sequences relative to Arabidopsis thaliana, and there are currently more than 70,000 B. napus Expressed Sequence Tags (ESTs) displayed. The client side of this browser is based on a Custom Graphical User Interface (CGUI) library which uses SVG, a new web graphics standard, to provide windowing functionality inside the web browser. This windowing functionality, combined with asynchronous data retrieval and client side rendering overcomes two of the key technology imposed drawbacks of current web based browsers: Fixed displays and frequent page reloads. The end result is an intuitive and enjoyable browsing experience. The browser is accessible online from the Brassica / Arabidopsis Genomics Initiative (http://brassica.agr.gc.ca). Inquiries about the browser should be directed to LewisCT@agr.gc.ca.

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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Design of a Truncated Floating-Point Multiplier for Graphic Accelerator of Mobile Devices (모바일 그래픽 가속기용 부동소수점 절사 승산기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.3
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    • pp.563-569
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    • 2007
  • As the mobile communication and the semiconductor technology is improved continuously, mobile contents such as the multimedia service and the 2D/3D graphics which require high level graphics are serviced recently. Mobile chips should consume small die area and low power. In this paper, we design a truncated floating-point multiplier that is useful for the 2D/3D vector graphics in mobile devices. The truncated multiplier is based on the radix-4 Booth's encoding algorithm and a truncation algorithm is used to achieve small area and low power. The average percent error of the multiplier is as small as 0.00003% and neglectable for mobile applications. The synthesis result using 0.35um CMOS cell library shows that the number of gates for the truncated multiplier is only 33.8 percent of the conventional radix-4 Booth's multiplier.

Enhanced Image Mapping Method for Computer-Generated Integral Imaging System (집적 영상 시스템을 위한 향상된 이미지 매핑 방법)

  • Lee Bin-Na-Ra;Cho Yong-Joo;Park Kyoung-Shin;Min Sung-Wook
    • The KIPS Transactions:PartB
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    • v.13B no.3 s.106
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    • pp.295-300
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    • 2006
  • The integral imaging system is an auto-stereoscopic display that allows users to see 3D images without wearing special glasses. In the integral imaging system, the 3D object information is taken from several view points and stored as elemental images. Then, users can see a 3D reconstructed image by the elemental images displayed through a lens array. The elemental images can be created by computer graphics, which is referred to the computer-generated integral imaging. The process of creating the elemental images is called image mapping. There are some image mapping methods proposed in the past, such as PRR(Point Retracing Rendering), MVR(Multi-Viewpoint Rendering) and PGR(Parallel Group Rendering). However, they have problems with heavy rendering computations or performance barrier as the number of elemental lenses in the lens array increases. Thus, it is difficult to use them in real-time graphics applications, such as virtual reality or real-time, interactive games. In this paper, we propose a new image mapping method named VVR(Viewpoint Vector Rendering) that improves real-time rendering performance. This paper describes the concept of VVR first and the performance comparison of image mapping process with previous methods. Then, it discusses possible directions for the future improvements.

Collision Avoidances of an Autonomous Mobile Robot Hilt Unknown Obstacles (알려지지 않은 장애물 존재시 자율주행 운반체의 장애물 회피)

  • Won, Ji-Uk;Lee, Kee-Seong
    • Proceedings of the KIEE Conference
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    • 1994.11a
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    • pp.345-348
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    • 1994
  • A real-time collision avoidance algorithm for an AMR (Autonomous Mobile Robot) using the Distance Transform and Vector Field Histogram is studied. This approach enables AMR to find a collision-free path with the unknown obstacles. All system parameters including positions of the obstacles can be accepted using a mouse icon and all the obtained trajectories can be displayed on a computer monitor in graphics.

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RULED SURFACES GENERATED BY SALKOWSKI CURVE AND ITS FRENET VECTORS IN EUCLIDEAN 3-SPACE

  • Ebru Cakil;Sumeyye Gur Mazlum
    • Korean Journal of Mathematics
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    • v.32 no.2
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    • pp.259-284
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    • 2024
  • In present study, we introduce ruled surfaces whose base curve is the Salkowski curve in Euclidean 3-space and whose generating lines consist of the Frenet vectors of this curve (tangent, principal normal and binormal vectors). Then, we produce regular surfaces from a vector with real coefficients, which is a linear combination of these vectors, and we examine some special cases for these surfaces. Moreover, we present some geometric properties and graphics of all these surfaces.

Acceleration of 2D Image Based Flow Visualization using GPU (GPU를 이용한 2차원 영상 기반 유동 가시화 기법의 가속)

  • Lee, Joong-Youn
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.543-546
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    • 2007
  • Flow visualization is one of visualization techniques and it means a visual expression of vector data using 2D or 3D graphics. It aims for human to easily find and understand a special feature of the vector data. The Image Based Flow Visualization (IBFV) is one of the fastest technique in the dense integration based flow visualization techniques. In this paper, IBFV is accelerated and implemented using commodity GPU. Especially, mesh advection is accelerated at the vertex program.

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A Hybrid Visibility Determination Method to Get Vector Silhouette

  • Lu, Xuemei;Lee, Ki-Jung;WhangBo, Taeg-Keun
    • Journal of Korea Multimedia Society
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    • v.11 no.6
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    • pp.755-763
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    • 2008
  • Silhouette is useful in computer graphics for a number of techniques such as non-photorealistic rendering, silhouette clipping, and blueprint generating. Methods for generating silhouette are classified into three categories: image-based, object-based, and hybrid-based. Hybrid-based method is effective in terms of time complexity but spatial coherence problem still remains. In this paper, we proposed a new hybrid-based method which produces 3D data for silhouette and also guarantees no spatial coherence problem. To verify the efficiency of the proposed algorithm, several experiments are conducted for various 3D models from simple to quite complex. Results show that our algorithm generates no gap between any two consecutive silhouette lines when the silhouette model is magnified significantly.

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