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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö > Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö A

Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö A

Current Result Document : 3 / 9 ÀÌÀü°Ç ÀÌÀü°Ç   ´ÙÀ½°Ç ´ÙÀ½°Ç

ÇѱÛÁ¦¸ñ(Korean Title) OpenGLÀ» ÀÌ¿ëÇÑ OpenGL ES 1.1 ±¸Çö
¿µ¹®Á¦¸ñ(English Title) OpenGL ES 1.1 Implementation Using OpenGL
ÀúÀÚ(Author) ÀÌȯ¿ë   ¹é³«ÈÆ   Hwanyong Lee   Nakhoon Baek  
¿ø¹®¼ö·Ïó(Citation) VOL 16-A NO. 03 PP. 0159 ~ 0168 (2009. 06)
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(Korean Abstract)
º» ³í¹®¿¡¼­´Â µ¥½ºÅ©Å¾°ú °°ÀÌ OpenGL ±â´ÉÀÌ Àü¿ë Çϵå¿þ¾î·Î Á¦°øµÇ´Â ȯ°æÀ» ´ë»óÀ¸·Î, OpenGL ES 1.1 Ç¥ÁØÀ» È¿À²ÀûÀ¸·Î ±¸ÇöÇÏ´Â ¹æ¹ýÀ» Á¦½ÃÇÑ´Ù. OpenGL ES´Â ±âÁ¸ÀÇ OpenGL Ç¥ÁØÀ» ¹ÙÅÁÀ¸·Î ÇÏ¿´Áö¸¸, °íÁ¤¼Ò¼öÁ¡ ¿¬»ê, À̸¦ ¼ö¿ëÇÏ´Â ¹öÆÛ ±â´É, ¿ÏÀüÈ÷ »õ·Î¿î ÅؽºÃ³ ó¸® µîÀÇ µµÀÔÀ¸·Î, ÀÓº£µðµå ½Ã½ºÅÛ¿¡ ƯȭµÈ 3Â÷¿ø ±×·¡ÇȽº ¶óÀ̺귯¸®·Î »õ·Ó°Ô Á¦Á¤µÇ¾î, ±¸±Û ¾Èµå·ÎÀ̵å, ¾ÖÇà ¾ÆÀÌÆù, Ç÷¹À̽ºÅ×À̼Ç3µî¿¡¼­ °ø½Ä 3Â÷¿ø ±×·¡ÇȽº API·Î äÅõǾú´Ù. º» ³í¹®¿¡¼­´Â OpenGL ESÀÇ Æ¯Â¡Àû ÀÚ·áÇüÀÎ °íÁ¤¼Ò¼öÁ¡ Ç¥Çö¿¡ ´ëÇÑ »ê¼ú ¿¬»êµéÀ» °³¼±ÇÏ¿´°í, ƯÈ÷ °íÁ¤¼Ò¼öÁ¡ ÀÚ·áÇüµéÀ» ºÎµ¿¼Ò¼öÁ¡ ÇüÅ·Πº¯È¯ÇÏ¿© ÇÏÀ§ÀÇ OpenGL API·Î ³Ñ±â´Â °úÁ¤¿¡¼­ Ç¥ÁØÀ» ÁؼöÇϸ鼭µµ È¿À²ÀûÀΠ󸮰¡ °¡´ÉÇϵµ·Ï ÇÏ¿´´Ù. »õ·Î µµÀÔµÈ °íÁ¤¼Ò¼öÁ¡ ÀÚ·áÇüÀ» Çã¿ëÇÏ´Â ¹öÆÛ ±â´É¿¡ ´ëÇؼ­´Â º¯È¯µÈ ÀÚ·áµéÀ» º°µµÀÇ ¸Þ¸ð¸® °ø°£¿¡¼­ °ü¸®ÇÏ´Â ¹æ½ÄÀ¸·Î ¼Óµµ Çâ»ó¿¡ ÁßÁ¡À» µÎ¾úÀ¸¸ç, ¿ä±¸ »çÇ×ÀÌ ¿ÏÀüÈ÷ ´Þ¶óÁø ÅؽºÃ³ ó¸® ºÎºÐÀº Àüü ±â´ÉÀ» º°µµÀÇ ¼ÒÇÁÆ®¿þ¾î·Î ¿ÏÀüÈ÷ »õ·Ó°Ô ±¸ÇöÇÏ¿´´Ù. ÃÖÁ¾ ±¸Çö °á°úÀÎ OpenGL ES ¶óÀ̺귯¸®´Â OpenGL ES 1.1 Ç¥ÁØ¿¡ ±ÔÁ¤µÈ ÃÑ 200¿© ÇÔ¼ö¸¦ Á¦°øÇϸç, Ç¥ÁØÀÎÁõ Å×½ºÆ®¸¦ ¿ÏÀüÈ÷ Åë°úÇÏ¿© 1.1 Ç¥ÁØÀ» ¿Ïº®È÷ ¸¸Á·½ÃÄ×À½À» º¸¿´´Ù. ¼öÇà ¼Óµµ ¸é¿¡¼­´Â OpenGL ES¿¡ ƯȭµÈ ÀÀ¿ë ÇÁ·Î±×·¥µé¿¡ ´ëÇÑ Ã³¸® ¼Óµµ ÃøÁ¤¿¡¼­ ±âÁ¸ÀÇ ±¸Çö »ç·Êµé¿¡ ºñÇØ ÃÖ´ë 33.147¹èÀÇ ¼Óµµ Çâ»óÀ» °¡Á®¿ÔÀ¸¸ç, µ¿ÀÏÇÑ ¹üÁÖÀÇ ±¸Çö »ç·Êµé Áß¿¡¼­ °¡Àå ºü¸¥ ±¸Çö °á°úÀÌ´Ù.
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(English Abstract)
In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed- point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.
Å°¿öµå(Keyword) OpenGL ES   OpenGL   µ¥½ºÅ©Å¾±¸Çö   Ç¥ÁØÀÎÁõ Å×½ºÆ®   OpenGL ES   OpenGL   Desktop Implementation   Conformance Test  
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