3d Graphics

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Hoi-jun Yoo - One of the best experts on this subject based on the ideXlab platform.

  • power and area efficient unified computation of vector and elementary functions for handheld 3d Graphics systems
    IEEE Transactions on Computers, 2008
    Co-Authors: Byeonggyu Nam, Hyejung Kim, Hoi-jun Yoo
    Abstract:

    A unified computation method of vector and elementary functions is proposed for handheld 3d Graphics systems. It unifies vector operations like vector multiply, multiply-and-add, divide, divide-by-square-root, and dot product and elementary functions like trigonometric, inverse trigonometric, hyperbolic, inverse hyperbolic, power (xy with two variables), and logarithm to an arbitrary base into a single four-way arithmetic platform. A number system called the fixed-point hybrid number system (FXP-HNS), which combines the fixed-point number system (FXP) and the logarithmic number system (LNS), is proposed for the power and area-efficient unification. Power and area-efficient logarithmic and antilogarithmic conversion schemes are also proposed for the data conversions between fixed-point and logarithmic numbers in the FXP-HNS and achieve 0.41 percent and 0.08 percent maximum conversion errors, respectively. The unified arithmetic unit based on the proposed schemes is presented with less than 6.3 percent operation error. Its fully pipelined architecture achieves single-cycle throughput with maximum four-cycle latency for all of the supported operations. Comparison results show that the proposed arithmetic unit achieves 30 percent power and 10.9 percent area reductions and runs two times faster than the previous approach.

  • a low power multimedia soc with fully programmable 3d Graphics and mpeg4 h 264 jpeg for mobile devices
    International Symposium on Low Power Electronics and Design, 2007
    Co-Authors: Jeongho Woo, Juho Sohn, Hyejung Kim, Jongcheol Jeong, Euljoo Jeong, Suk Joong Lee, Hoi-jun Yoo
    Abstract:

    We present a low power multimedia SoC with fully programmable 3d Graphics, MPEG4 codec, H.264 decoder and JPEG codec for mobile devices. The unified shader in 3d Graphics engine provides fully programmable 3d Graphics with 35% area and 28% power reduction. Logarithmic lighting engine and the specialized lighting instruction enable 9.1 Mvertices/s vertex throughput. The merged JPEG/MPEG4 codec and the unified shader reduce the silicon area further and the SoC consumes 6.4 mm × 6.4 mm in 0.13 μm CMOS logic process.

  • a 152mw mobille multimedia soc with fully programmable 3d Graphics and mpeg4 h 264 jpeg
    Symposium on VLSI Circuits, 2007
    Co-Authors: Jeongho Woo, Juho Sohn, Hyejung Kim, Jongcheol Jeong, Euljoo Jeong, Suk Joong Lee, Hoi-jun Yoo
    Abstract:

    We present a 152 mW multimedia SoC with MPEG4 codec, H.264 decoder, JPEG codec and fully programmable 3d Graphics for mobile applications. The unified shader in 3d Graphics engine provides fully programmable 3d Graphics with 35% area and 28% power reduction. Logarithmic lighting engine and the specialized lighting instruction give 9.1Mvertices/s vertex fill rate. The merged JPEG/MPEG4 codec and the unified shader reduce the silicon area further and the SoC consumes 6.4 mm times 6.4 mm in 0.13 mum CMOS logic process.

  • a 120 mw embedded 3d Graphics rendering engine with 6 mb logically local frame buffer and 3 2 gbyte s run time reconfigurable bus for pda chip
    Symposium on VLSI Circuits, 2001
    Co-Authors: Ramchan Woo, Chi-weon Yoon, Jeonghoon Kook, Se-joong Lee, Kangmin Lee, Yong-ha Park, Hoi-jun Yoo
    Abstract:

    An embedded 3d Graphics rendering engine (E3GRE) is implemented as a part of a mobile PDA-chip. 6 Mb embedded DRAM (eDRAM) macros attached to 8-pixel-parallel rendering logic are logically localized with 3.2 GByte/s runtime reconfigurable bus, by which the area is reduced by 25%. Polygon-dependent access to eDRAM macros with line-block mapping reduces the power consumption by 70% with the read-modify-write data transaction. E3GRE with 2.22 M polygons/s drawing speed was fabricated using 0.18 /spl mu/m CMOS embedded memory logic technology. Its area and power consumption are 24 mm/sup 2/ and 120 mW, respectively.

  • single chip 3d rendering engine integrating embedded dram frame buffer and hierarchical octet tree hot array processor with bandwidth amplification
    Asia and South Pacific Design Automation Conference, 2001
    Co-Authors: Yong-ha Park, Seon Ho Han, Hoi-jun Yoo
    Abstract:

    A single chip rendering engine that consists of a DRAM frame buffer, an SRAM serial access memory, pixel/edge processor array and 32b RISC core is proposed for the low power 3d-Graphics in portable system. The 56 mm/sup 2/ prototype integrating edge processor, 8 pixel processors, 8 frame buffers and RISC core is fabricated using 0.35 /spl mu/m CMOS Embedded Memory Logic (EML) technology.

Kenji Mase - One of the best experts on this subject based on the ideXlab platform.

  • InvenTcl: A Fast Prototyping Environmentfor 3d Graphics and Multimedia Applications
    IEEE, 1998
    Co-Authors: Sidney Fels, Kenji Mase
    Abstract:

    This paper describes InvenTcl which is an interpretive version of Open Inventor, a 3d Graphics toolkit. To create InvenTcl, the Open Inventor toolkit is "wrapped" inside the interpreter Tcl/Tk and [incr Tcl]. To wrap InvenTcl the Open Inventor header files are parsed to create [incr Tcl] interpretive objects with the same names as objects in Open Inventor. Additionally, window event management, non-objects and object bindings are included and managed byInvenTcl. The advantages of InvenTcl include: script-able and direct manipulation of 3d objects in an Open Inventor scene, easy prototyping of 3d Graphics and animation, low bandwidth communication of 3d scenes and animations (using scripts), and easy integration of 3d Graphics with other media for fast prototyping of multimedia applications

  • InvenTcl: A Fast Prototyping Environment for 3d Graphics and Multimedia Applications
    IEEE, 1998
    Co-Authors: Sidney Fels, Kenji Mase
    Abstract:

    . This paper describes InvenTcl which is an interpretive version of Open Inventor, a 3d Graphics toolkit. To create InvenTcl, the Open Inventor toolkit is "wrapped" inside the interpreter Tcl/Tk and [incr Tcl]. To wrap InvenTcl the Open Inventor header files are parsed to create [incr Tcl] interpretive objects with the same names as objects in Open Inventor. Additionally, window event management, non-objects and object bindings are included and managed by InvenTcl. The advantages of InvenTcl include: script-able and direct manipulation of 3d objects in an Open Inventor scene, easy prototyping of 3d Graphics and animation, low bandwidth communication of 3d scenes and animations (using scripts), and easy integration of 3d Graphics with other media for fast prototyping of multimedia applications. 1 Introduction There have been many 3d Graphics packages and libraries available such as PEXlib [8], OpenGL [4], Open Inventor [9], GKS-3d [13], PHIGS [12]; however, they are usually precompiled..

Nakhoon Baek - One of the best experts on this subject based on the ideXlab platform.

  • A 3d Graphics rendering pipeline implementation based on the openCL massively parallel processing
    The Journal of Supercomputing, 2021
    Co-Authors: Mingyu Kim, Nakhoon Baek
    Abstract:

    Recently, massively-parallel computing libraries and devices are much widely used, in addition to the traditional 3d Graphics systems. In this paper, we present a full 3d fixed-function Graphics pipeline, based on the OpenCL , which is one of the most widely used massively-parallel computing library. The full 3d Graphics features including WebGL , Web3d and others can be implemented on the massively-parallel computations, without underlying 3d Graphics hardware support. Many previous works focused on another massively-parallel system of CUDA , which has a drawback of limited availability. In contrast, we designed and implemented a new architecture with OpenCL , which is now available on various computing devices, including most CPUs, GPUs, and at least theoretically, special-purpose embedded FPGAs. Our work provides full 3d Graphics features on OpenCL-capable systems, without dedicated 3d Graphics hardware, to finally make 3d Graphics features ubiquitous. Technically, we used a top-down approach in its rendering, from the whole screen to precise pixels. At each stage, we tuned our OpenCL implementations and also their global and local parameter spaces. We present the details of our design and also the final result of our implementation, and show its correctness and efficiency.

  • a fixed function rendering pipeline with direct rendering manager support
    2018
    Co-Authors: Nakhoon Baek
    Abstract:

    In the ordinary Graphics applications, they use one of the high-level 3d Graphics libraries such as OpenGL and Direct3d. From the 3d Graphics library implementer’s point of view, they use some low-level Graphics tools including DRM (direct rendering manager). In this paper, we present the accelerated way of achieving 3d Graphics features through directly accessing DRM system calls, rather than using the high-level Graphics libraries. With DRM features, we can achieve much accelerated way of typical and simple 3d Graphics rendering.

  • a cuda based implementation of opengl compatible rasterization library prototype
    ACM Symposium on Applied Computing, 2014
    Co-Authors: Young Chun Kwon, Nakhoon Baek
    Abstract:

    Traditional 3d Graphics pipelines have been mostly implemented as fixed-function special-purpose hardware chips. Recently, introducing programmable Graphics pipelines, there was dramatic changes in their implementations. Additionally, introducing general purpose GPUs (Graphics processing units), we got parallel computing pipelines such as CUDA and OpenCL, based on the parallel processing facilities of those GPUs. In this paper, we aimed to implement a full-software 3d Graphics pipeline on those parallel computing pipelines, to finally show that the new full-software implementation can substitute the traditional Graphics pipelines. In the previous work [1], they implemented the 3d rasterization engine on the CUDA architecture, for some special applications. Based on that CUDA-based 3d rasterization engine, we added the OpenGL 1.2-specific API (application program interface) functions, to build up a source-level compatible 3d Graphics library for existing OpenGL Graphics application programs. In near future, we will implement a wholly new OpenGL Graphics library features on the CUDA pipeline. Those efforts are focused on the demonstration of feasibility for the unification of 3d Graphics pipelines and parallel computing pipelines. We expect that this unification will give us remarkable advances in the future Graphics hardware design.

  • implementing opengl sc over opengl 1 1
    International Conference on Consumer Electronics, 2011
    Co-Authors: Nakhoon Baek, Hwanyong Lee
    Abstract:

    The needs for safety-critical 3d Graphics features are rapidly increasing. OpenGL SC is the safety critical profile of the famous OpenGL API. We present a cost-effective way of providing OpenGL SC emulation over the OpenGL 1.1 pipeline with the multi-texture extension.

  • opengl es 1 1 software implementation on mobile phones
    IEICE Electronics Express, 2010
    Co-Authors: Hwanyong Lee, Nakhoon Baek, James K Hahn
    Abstract:

    OpenGL ES 1.1 is a de facto standard for the 3d Graphics API on embedded systems and handheld devices including mobile phones. We present design process and implementation results of our software OpenGL ES 1.1 product. Since the standard document only specifies the API functions and their external actions, the implementer should design all the details of the internal 3d Graphics pipeline and exhaustively optimize them. To clearly express the internal pipeline and to explicitly represent related state variables, we introduce some enhancements to UML activity diagrams. Based on these enhanced diagrams, we accomplished the initial draft design and iterative optimizations of the internal pipeline. During the implementation stage, starting from our previous wrapper implementation, we used an iterative block-by-block implementation scheme with immediate verifications. Finally, we achieved a full software implementation of OpenGL ES 1.1, which passes all the official conformance test suites and also satisfies all the requirements in the standard specification. This product is now ready for commercial services.

Don Brutzman - One of the best experts on this subject based on the ideXlab platform.

  • x3d extensible 3d Graphics standard
    International Conference on Computer Graphics and Interactive Techniques, 2008
    Co-Authors: Leonard Daly, Don Brutzman
    Abstract:

    The article of record as published may be located at http://dx.doi.org/10.1109/MSP.2007.905889

  • computer Graphics teaching support using x3d extensible 3d Graphics for web authors
    International Conference on Computer Graphics and Interactive Techniques, 2008
    Co-Authors: Don Brutzman
    Abstract:

    X3d is the ISO-standard scene-graph language for interactive 3d Graphics on the Web. A new course is available for teaching the fundamentals of 3d Graphics using Extensible 3d (X3d). Resources include a detailed textbook, an authoring tool, hundreds of example scenes, and detailed slidesets covering each chapter. The published book is commercially available, while all other course-module resources are provided online free under open-source licenses. Numerous other commercial and open resources are available for X3d, which also serves as an interchange format. The supported course has been taught for many years, successfully introducing masters' students to the principles and techniques of 3d Graphics without requiring programming experience. This course is now ready for undergraduate use. Expressing 3d Graphics modeling within the domain of Extensible Markup Language (XML) for the Web is novel and has the potential to open up computer Graphics to many new practitioners. This combined resource is intended to broadly support computer Graphics education and 3d skills for web authors.

  • the virtual reality modeling language and java
    Communications of The ACM, 1998
    Co-Authors: Don Brutzman
    Abstract:

    The Virtual Reality Modeling Language (VRML) and Java provide a standardized, portable and platform- independent way to render dynamic, interactive 3d scenes across the Internet. Integrating two powerful and portable software languages provides interactive 3d Graphics plus complete programming capabilities plus network access. Intended for programmers and scene authors, this paper provides a VRML overview, synopsizes the open development history of the specification, provides a condensed summary of VRML 3d Graphics nodes and scene graph topology, describes how Java interacts with VRML through detailed examples, and examines a variety of VRML/Java future developments. Overview. The Web is being extended to three spatial dimensions thanks to VRML, a dynamic 3d scene description language that can include embedded behaviors and camera animation. A rich set of Graphics primitives provides a common-denominator file format which can be used to describe a wide variety of 3d scenes and objects. The VRML specification is now an International Standards Organization (ISO) specification (VRML 97). Why VRML and Java together? Over twenty million VRML browsers have shipped with Web browsers, making interactive 3d Graphics suddenly available for any desktop. Java adds complete programming capabilities plus network access, making VRML fully functional and portable. This is a powerful new combination, especially as ongoing research shows that VRML plus Java provide extensive support for building large-scale virtual environments (LSVEs). This paper provides historical background, a detailed overview of VRML 3d Graphics, example VRML-Java test programs, and a look ahead at future work.

Sidney Fels - One of the best experts on this subject based on the ideXlab platform.

  • InvenTcl: A Fast Prototyping Environmentfor 3d Graphics and Multimedia Applications
    IEEE, 1998
    Co-Authors: Sidney Fels, Kenji Mase
    Abstract:

    This paper describes InvenTcl which is an interpretive version of Open Inventor, a 3d Graphics toolkit. To create InvenTcl, the Open Inventor toolkit is "wrapped" inside the interpreter Tcl/Tk and [incr Tcl]. To wrap InvenTcl the Open Inventor header files are parsed to create [incr Tcl] interpretive objects with the same names as objects in Open Inventor. Additionally, window event management, non-objects and object bindings are included and managed byInvenTcl. The advantages of InvenTcl include: script-able and direct manipulation of 3d objects in an Open Inventor scene, easy prototyping of 3d Graphics and animation, low bandwidth communication of 3d scenes and animations (using scripts), and easy integration of 3d Graphics with other media for fast prototyping of multimedia applications

  • InvenTcl: A Fast Prototyping Environment for 3d Graphics and Multimedia Applications
    IEEE, 1998
    Co-Authors: Sidney Fels, Kenji Mase
    Abstract:

    . This paper describes InvenTcl which is an interpretive version of Open Inventor, a 3d Graphics toolkit. To create InvenTcl, the Open Inventor toolkit is "wrapped" inside the interpreter Tcl/Tk and [incr Tcl]. To wrap InvenTcl the Open Inventor header files are parsed to create [incr Tcl] interpretive objects with the same names as objects in Open Inventor. Additionally, window event management, non-objects and object bindings are included and managed by InvenTcl. The advantages of InvenTcl include: script-able and direct manipulation of 3d objects in an Open Inventor scene, easy prototyping of 3d Graphics and animation, low bandwidth communication of 3d scenes and animations (using scripts), and easy integration of 3d Graphics with other media for fast prototyping of multimedia applications. 1 Introduction There have been many 3d Graphics packages and libraries available such as PEXlib [8], OpenGL [4], Open Inventor [9], GKS-3d [13], PHIGS [12]; however, they are usually precompiled..