Parallel Rendering Strategies for 3D Emulational Scene of Live Working

2013 ◽  
Vol 457-458 ◽  
pp. 1021-1027
Author(s):  
Xiao Feng Li ◽  
Peng Fan ◽  
Xiao Hua Liu ◽  
Xing Chao Wang ◽  
Chuan Hu ◽  
...  

Because of abundant deep scene nodes in 3D emulational scene of live working, the existing three-dimensional scene data organization methods and rendering strategies have many flaws, such as the jumping of rendering and the delay of interactive response. A real-time rendering method for huge amount of urban data was presented utilizing the techniques such as identifying model that is based on multi-grid block partition, thread pool, caching and real time external memory scheduling algorithms. The whole scene was partitioned into blocks of different size and the blocks were arranged with multi-grid which is related to model ID and tile ID to accelerate model scheduling. Fast clipping was achieved through the nailing of position and direction of block-based view frustum, and touching task of data downloading off into thread pool executed in background which achieve the dynamic data loading and parallelism of three-dimensional scene rendering. To solve the choke point at computer hardware, in-out memory scheduling algorithms are adopted to eliminate invisible scene models and recycle dirty data in memory. Experimental results showed that the method is very efficient and suitable for applications in massive urban models rendering and interactive walkthrough.

2021 ◽  
Vol 1 (2) ◽  
pp. 1-16
Author(s):  
Mohammed Y. Shakor ◽  

An operating system is software that is designed to manage computer hardware and software resources. However, this management requires applying an ample number of techniques and algorithms which are called synchronization and scheduling. The scheduling algorithms are used to arrange the way that the CPU is assigned to the processes, while synchronization is utilized to indicate how to work with multi-processes at the same time. Therefore, they are related to each other. CPU scheduling is a vital phenomenon of an operating system. At present, numerous CPU scheduling algorithms exist as First Come First Serve) FCFS(, Shortest Job First (SJF), Shortest Remaining Time First (SRTF), Priority Scheduling, and Round Robin (RR). In this paper, a survey of the current synchronization and scheduling algorithms have been presented. An overview of each technique with the main algorithms have been described in detail with the advantages and the issues of each algorithm. Furthermore, this paper has dug deep into the real-time operating system scheduling issues, which is the current trend in operating system researches.


2021 ◽  
Vol 3 (1) ◽  
pp. 44-57
Author(s):  
Sandi Djafar ◽  
Dian Novian

Minimnya media pembelajaran digital dalam penyajian materi pelajaran yang berpusat pada siswa masih menjadi permasalahan dalam pembelajaran mata pelajaran Teknologi Informasi dan Komunikasi (TIK). Hal ini nampak pada penyajian materi Perangkat Keras Komputer di tingkat Sekolah Menengah Pertama (SMP) yang masih disajikan secara konvensional dan berpusat pada guru. Penelitian ini ditujukan untuk mendeskripsikan implementasi teknologi Augmented Reality (AR) dalam pengembangan media pembelajaran pada mata pelajaran TIK khususnya materi Perangkat Keras Komputer kelas VII SMP. Jenis penelitian yang digunakan adalah penelitian pengembangan dengan menggunakan model 4D. Data penelitian ini diperoleh melalui observasi, wawancara, studi dokumentasi, dan angket. Data yang diperoleh selanjutnya dianalisis secara deskriptif kualitatif dan kuantitatif. Hasil penelitian menunjukkan bahwa implementasi teknologi AR dalam pengembangan media pembelajaran dapat menghasilkan media digital yang interaktif dan secara real time menampilkan perangkat keras komputer dalam format tiga dimensi dengan kartu Marker sebagai perantara sehingga dapat digunakan oleh siswa secara mobile melalui perangkat handphone masing-masing. The lack of student-centered digital learning resources remains a problem in the Information and Communication Technology (ICT) school subjects. For instance, the conventionally teacher- centered teaching practices continue to exist within the Computer Hardware classes, particularly at the Junior High School (or SMP in the Indonesian language) level. The study reported in this article, therefore, is aimed at describing the adoption of Augmented Reality (AR) technology in the development of learning resources for the ICT subjects, especially in the Year VII of Computer Hardware classes. A design-based research with the 4D model was used. To gather data, observation, interviews, documentation study, and questionnaires were utilised. Data were then analyzed qualitatively. Findings showed that the adoption of AR technology helped in creating interactive teaching and learning resources. In addition to this, such technology allowed, in real time, the display of computer hardware in a three-dimensional format using an intermediary Marker card. This enabled school students access the learning resources using their mobile phones.


2010 ◽  
Vol 151 (21) ◽  
pp. 854-863 ◽  
Author(s):  
Attila Nemes ◽  
Marcel L. Geleijnse ◽  
Osama I. I. Soliman ◽  
Wim B. Vletter ◽  
Jackie S. McGhie ◽  
...  

Jelenleg az echokardiográfia a legszéleskörűbben alkalmazott rutin noninvazív diagnosztikus eljárás, amelynek segítségével a mitralis billentyű morfológiája és funkciója jellemezhető. Ennek az összefoglaló jellegű közleménynek a célja az egyik legújabb echokardiográfiás fejlesztés, a transthoracalis real-time háromdimenziós echokardiográfia szerepének bemutatása a mitralis billentyű vizsgálatában.


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