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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸Åë½ÅÇÐȸ ³í¹®Áö (Journal of the Korea Institute of Information and Communication Engineering)

Çѱ¹Á¤º¸Åë½ÅÇÐȸ ³í¹®Áö (Journal of the Korea Institute of Information and Communication Engineering)

Current Result Document :

ÇѱÛÁ¦¸ñ(Korean Title) Ç×°ø½Ã¹Ä·¹ÀÌÅÍ¿¡¼­ ¿¹Ãø ±â¹ÝÀÇ µ¿Àû LOD Àû¿ë¹æ¾È
¿µ¹®Á¦¸ñ(English Title) Prediction Based Dynamic Level of Detail in Flight Simulator
ÀúÀÚ(Author) ±èµ¿Áø   ÀÓÁÖÈ£   ±è±âÀÏ   DongJin Kim   Juho Lim   Ki-Il Kim  
¿ø¹®¼ö·Ïó(Citation) VOL 20 NO. 07 PP. 1363 ~ 1368 (2016. 07)
Çѱ۳»¿ë
(Korean Abstract)
ºñÇà ½Ã¹Ä·¹ÀÌÅÍ¿¡¼­´Â Á¶Á¾»ç¿¡°Ô ½ÇÁ¦¿Í Èí»çÇÑ °¡»óÇö½ÇÀ» Á¦°øÇϱâ À§Çؼ­´Â ¿øÈ°Çϸ鼭 Çö½Ç°¨ ÀÖ´Â À̹ÌÁö 󸮸¦ À§ÇÑ ÀÏÁ¤ÇÑ ·»´õ¸µ ¼Óµµ°¡ ¿ä±¸µÈ´Ù. ÇÏÁö¸¸ °íÇØ»óµµ ÁöÇü µ¥ÀÌÅ͸¦ »ç¿ëÇÏ´Â °æ¿ì, °³Ã¼ÀÇ Áõ°¡·Î ÀÎÇØ ·»´õ¸µ ¼Óµµ°¡ °¨¼ÒÇϰųª ¼ÓµµÀÇ º¯µ¿ÀÌ Å« °æ¿ì°¡ ¹ß»ýÇÏ´Â °æ¿ì°¡ ¹ß»ýÇϹǷΠ±âÁ¸ÀÇ ¿¬±¸µéÀº À̸¦ ÇØ°áÇϱâ À§ÇÏ¿© Level of Detail (LOD)¸¦ Àû¿ëÇÑ´Ù. ÇÏÁö¸¸, LOD±â¹ýÀÇ °æ¿ì Á¤Á¡ ¼ö°¡ ´Ã¾î³­ °ÍÀ» °¨ÁöÇÑ ÀÌÈÄ ·¹º§ÀÇ º¯°æÀ» Àû¿ëÇϹǷΠȭ¸éÀÇ º¯È­°¡ °¨ÁöµÇ´Â ¹®Á¦Á¡ÀÌ ¹ß»ýÇÑ´Ù. À̸¦ ÇØ°áÇϱâ À§ÇÏ¿© º» ³í¹®¿¡¼­´Â ¿¹Ãø ¾Ë°í¸®ÁòÀ» ÅëÇØ ´ÙÀ½ ½ÃÁ¡¿¡¼­ ´Ã¾î³¯ ·»´õ¸µ µ¥ÀÌÅÍ¿¡ ´ëÇÑ °úºÎÇϸ¦ ¿¹ÃøÇÏ°í ¹Ì¸® LODÀÇ ·¹º§À» Á¶ÀýÇÏ´Â ¹æ¹ýÀ» Á¦¾ÈÇÑ´Ù. ¶ÇÇÑ, Á¦¾ÈµÈ ¹æ¹ýÀ» °ËÁõÇϱâ À§Çؼ­ ¿¹Ãø µ¥ÀÌÅÍ¿Í ½ÇÁ¦ µ¥ÀÌÅÍ¿Í ºñ±³ÇÏ¿´°í ±× °á°ú LOD ·¹º§À» Á¶ÀýÇÏ¿´À» ¶§ Á¤Á¡¼ö°¡ ÁÙ¾îµé°í FPS ¼öÄ¡°¡ º¯È­ÇÏ´Â ¸ð½ÀÀ» º¸¿©ÁÖ¾ú´Ù.
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(English Abstract)
Fast rendering speed is one of key functions to provide realistic scenes in flight simulator. However, since flight simulator mostly operates with high volume terrain data, rendering speed is reduced and changed very rapidly when it handles file containing too much vertexs. So, previous schemes make use of Level of Details (LOD) scheme to prevent this problem. But, since LOD is applied after the large number of vertexs are detected, transition between scenes is not completely smooth. To solve this problem, in this paper, we propose a new dynamic LOD scheme which controls LOD level in advance through prediction of vertex overload. To verify the proposed scheme, we implement the proposed scheme in our flight simulation through OpenSceneGraph(OSG) and identify the reduced number of vertexs and enhanced Frame Per Second (FPS) by comparing real data with predicted one.
Å°¿öµå(Keyword) LOD   ¿¹Ãø   ·»´õ¸µ   FPS   Level of detail   Prediction   Rendering   Frame per second  
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