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公开(公告)号:KR1020120119504A
公开(公告)日:2012-10-31
申请号:KR1020110037468
申请日:2011-04-21
Applicant: 한국전자통신연구원
CPC classification number: A63F13/355 , A63F13/52 , A63F2300/407 , A63F2300/538
Abstract: PURPOSE: A game streaming service system and a method thereof are provided to process rendering about a user character in a user terminal, thereby reducing a process burden of a server and response time of the user character about a user input. CONSTITUTION: A streaming game service server(100) receives game input data and hardware performance information from a user terminal device(101). The streaming game service server provides video streaming or merger streaming according to the received performance of the user terminal device. The merger streaming is that the video streaming is merged with graphics streaming. A database stores information about a background screen and a character. [Reference numerals] (101) User terminal device; (103) Video stream; (AA) Streaming game service server; (BB) Video stream; (CC) 3D graphic stream; (DD) General PC; (EE) Laptop; (FF) Mobile terminal; (GG) Terminal
Abstract translation: 目的:提供游戏流服务系统及其方法来处理用户终端中的用户角色的呈现,从而减少服务器的处理负担以及用户角色关于用户输入的响应时间。 构成:流媒体游戏服务器(100)从用户终端装置(101)接收游戏输入数据和硬件演奏信息。 流式游戏服务服务器根据接收到的用户终端设备的性能提供视频流或合并流。 合并流是视频流与图形流合并。 数据库存储有关背景屏幕和字符的信息。 (附图标记)(101)用户终端装置; (103)视频流; (AA)流媒体游戏服务器; (BB)视频流; (CC)3D图形流; (DD)一般PC; (EE)笔记本电脑; (FF)移动终端; (GG)码头
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公开(公告)号:KR1020120042467A
公开(公告)日:2012-05-03
申请号:KR1020100104169
申请日:2010-10-25
Applicant: 한국전자통신연구원
CPC classification number: A63F13/355 , A63F13/335 , A63F13/352 , A63F2300/538 , A63F2300/5533 , A63F2300/64 , A63F13/30 , G06Q50/10
Abstract: PURPOSE: A physical simulation result recycling method and game service apparatus using the same are provided to integrate local simulation results with global simulation results by determining a physical simulation area. CONSTITUTION: A game service management server(210) manages physical simulation data corresponding to a game service. A physical simulation index server(220) creates space index structure corresponding to the physical simulation data. A physical calculation cluster(240) executes a local simulation for space index execution results. A rendering server(250) provides game images by integrating recycling data with simulation results and by rendering the integrated results.
Abstract translation: 目的:提供一种物理模拟结果回收方法和使用该方法的游戏服务装置,通过确定物理模拟区域将局部模拟结果与全局模拟结果进行集成。 规定:游戏服务管理服务器(210)管理对应于游戏服务的物理模拟数据。 物理模拟索引服务器(220)创建对应于物理模拟数据的空间索引结构。 物理计算集群(240)执行空间索引执行结果的本地仿真。 呈现服务器(250)通过将回收数据与仿真结果集成并通过呈现集成结果来提供游戏图像。
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公开(公告)号:KR100901270B1
公开(公告)日:2009-06-09
申请号:KR1020070131830
申请日:2007-12-15
Applicant: 한국전자통신연구원
CPC classification number: G06T15/506 , G06T15/04
Abstract: A surface texture expression system and a method thereof for performing a mixing expression of a surface texture are provided to store given surface texture information in a form in which the capacity is relatively small and a form which is high-capacity source data. A materials information preprocessor(100) converts surface material feeling information inputted through a user input device into a B-spline volume form. A sampling information preprocessor(200) generates sampling information which is in proportion to the texture information transformed through the material information preprocessor. A surface materials renderer(300) renders the surface materials renderer by using the texture information put through the sampling information.
Abstract translation: 提供用于执行表面纹理的混合表达的表面纹理表达系统及其方法,以容量相对较小的形式和作为高容量源数据的形式来存储给定的表面纹理信息。 材料信息预处理器(100)将通过用户输入装置输入的表面材料感觉信息转换为B样条体积形式。 采样信息预处理器(200)生成与通过材料信息预处理器变换的纹理信息成比例的采样信息。 表面材料渲染器(300)通过使用通过采样信息提供的纹理信息来呈现表面材料渲染器。
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公开(公告)号:KR100420266B1
公开(公告)日:2004-03-02
申请号:KR1020010065337
申请日:2001-10-23
Applicant: 한국전자통신연구원
IPC: G06F15/16
CPC classification number: G06F11/1482 , G06F11/1438 , G06F11/2023 , G06F11/2035 , G06F11/2041
Abstract: The invention relates to a method and apparatus for improving software availability of a cluster computer system via a software rejuvenation technique, in which a program is temporarily stopped at an adequate time point that a manager of a cluster computer system constituted by several servers can expect, and then restarted. In the invention, both aspects of software and hardware are considered, a proactive fault-tolerance technique is utilized via software rejuvenation and availability is improved through determination of the optimal rejuvenation period according to a software unstable rate and a hardware failure rate of the cluster system so that features of a high-available computer system can be ensured efficient in cost.
Abstract translation: 本发明涉及一种用于通过软件更新技术来提高集群计算机系统的软件可用性的方法和设备,其中程序在适当的时间点被暂时停止,由多个服务器构成的集群计算机系统的管理器可以期望, 然后重新启动。 在本发明中,考虑了软件和硬件的两个方面,通过软件更新来利用主动容错技术,并且通过根据集群系统的软件不稳定速率和硬件故障率确定最佳复兴时间段来提高可用性 这样可以保证高效的计算机系统的特性在成本上是有效的。
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公开(公告)号:KR101714821B1
公开(公告)日:2017-03-10
申请号:KR1020130032555
申请日:2013-03-27
Applicant: 한국전자통신연구원
Abstract: 홈네트워크에서의애플리케이션이동관리장치를개시한다. 애플리케이션이동관리장치는홈 네트워크로연결된스마트디바이스의프로파일정보를관리하는스마트디바이스관리부; 상기스마트디바이스에설치된애플리케이션정보및 특정시점에서의애플리케이션의실행정보를관리하는애플리케이션관리부; 프로파일정보, 애플리케이션정보, 애플리케이션실행정보중 적어도하나를저장하는정보저장부; 및상기애플리케이션정보및 상기애플리케이션의실행정보를수신하고, 상기홈 네트워크에연결된다른스마트디바이스에상기애플리케이션및 상기애플리케이션의실행정보중 적어도하나를송신하는송수신부를포함할수 있다.
Abstract translation: 公开了家庭网络中的应用移动性管理设备。 应用移动性管理设备包括智能设备管理单元,其管理连接到家庭网络的智能设备上的简档信息; 应用管理单元管理安装在所述智能设备中的应用的信息以及在特定时间点对所述应用的执行信息; 存储简档信息,应用信息和应用执行信息中的至少一个的信息存储单元; 以及收发应用程序信息和应用程序执行信息的收发器,并将应用程序和应用程序执行信息中的至少一个发送到连接到归属网络的另一个智能设备。 (附图标记)(103)家庭网络; (AA)申请资料; (BB)应用执行信息
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公开(公告)号:KR1020130026713A
公开(公告)日:2013-03-14
申请号:KR1020110090041
申请日:2011-09-06
Applicant: 한국전자통신연구원
IPC: G06Q50/10
CPC classification number: A63F13/358
Abstract: PURPOSE: A multiple 3D game service device and a method thereof are provided to share a display driver and a sound driver, thereby driving a plurality of 3D games in one server at the same time. CONSTITUTION: A frame buffer capture unit(102) provides a display driver and a separate virtual display driver(102A). A game sound capture unit(103) provides a sound driver and a separate virtual sound driver(103A). A game audio/video stream generation unit(104) generates a game video stream. A game management unit(105) manages information about a game. A game streaming service system shares system resources of a server among a plurality of games. [Reference numerals] (101) User pressure application unit; (101A,101B) Input event queue; (102) Frame buffer capture unit; (103) Game sound capture unit; (103A) Sound driver; (104) Game AV stream generation unit; (105) Game management unit; (200) Network; (AA) Display; (BB) Display driver; (CC) Game A; (DD,102A) Virtual driver; (EE) Game B; (FF) Game C
Abstract translation: 目的:提供一种多重3D游戏服务装置及其方法,以共享显示驱动器和声音驱动器,从而同时在一个服务器中驱动多个3D游戏。 构成:帧缓冲器捕获单元(102)提供显示驱动器和单独的虚拟显示驱动器(102A)。 游戏声音捕获单元(103)提供声音驱动器和单独的虚拟声音驱动器(103A)。 游戏音频/视频流生成单元(104)生成游戏视频流。 游戏管理单元(105)管理关于游戏的信息。 游戏流服务系统在多个游戏中共享服务器的系统资源。 (附图标记)(101)用户压力施加单元; (101A,101B)输入事件队列; (102)帧缓冲器捕获单元; (103)游戏声音捕获单元; (103A)声音驱动器; (104)游戏AV流生成单元; (105)游戏管理单位; (200)网络; (AA)显示; (BB)显示驱动程序; (CC)游戏A; (DD,102A)虚拟驱动程序; (EE)游戏B; (FF)游戏C
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公开(公告)号:KR101159162B1
公开(公告)日:2012-06-26
申请号:KR1020090026296
申请日:2009-03-27
Applicant: 한국전자통신연구원
Abstract: 본 발명은 측정 재질감을 지원하는 영상 생성 장치 및 방법에 관한 것으로, 측정한 재질감 정보를 비롯하여 다양한 형식의 재질감 정보를 영상 생성에 활용하고 편집할 수 있으며, 특히 대용량의 원시 데이터에 대한 복잡한 수학식 기반의 다양한 질감 모델들을 모두 지원하여 데이터 용량이 작고 계산이 간단한 형식으로 저장할 수 있도록 하고, 재질감의 다양한 혼합 연산, 다중 해상도 표현, 색상 및 강도 조절을 지원함으로써, 복잡하고 섬세한 표면의 광학 현상을 표현함에 있어서, 비스플라인 볼륨을 사용할 경우에는 측정 원시 데이터의 형태를 유지하면서 잡음과 데이터 사이즈를 현저히 줄일 수 있고, 수학적 재질감 모델 기법에 비해 연산이 단순하여 빠른 렌더링이 가능하며, 그 구성과 단계가 CPU 기반의 컴퓨터 소프트웨어로 구현하거나 GPU 상의 쉐이더 코드로 구현하거나 FPGA 등의 전용 하드웨어로 구현할 수도 있는 이점이 있다.
표면 질감, 가시화, 렌더링-
公开(公告)号:KR101155564B1
公开(公告)日:2012-06-19
申请号:KR1020090026293
申请日:2009-03-27
Applicant: 한국전자통신연구원
IPC: H04H60/07 , H04H60/02 , H04N21/81 , H04N21/854
Abstract: PURPOSE: A collaborative image production management device is provided to remarkably reduce the bottleneck phenomenon through algorithm parallelization and data parallelization using various hardware resources and personalized parallel computing environment. CONSTITUTION: A call connection interface(120) calls a node which is selected by an administrator among a plurality of nodes(101-106). A data storage/processor(140) stores data processed at the called node to a resource database(130). The data storage/processor shares each data processed in the nodes with the nodes. According to the request of an administrator, a resource fetching part(150) displays the saved data to the display part(170). By using the saved data, a final result generator(160) generates a final product.
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公开(公告)号:KR1020120043481A
公开(公告)日:2012-05-04
申请号:KR1020100104809
申请日:2010-10-26
Applicant: 한국전자통신연구원
IPC: G06Q50/10
CPC classification number: A63F13/355 , A63F13/335
Abstract: PURPOSE: An online game server and implementation method thereof are provided to offer existed online game services in low performance clients by streaming game screens in real time and by using thin client information connected to a game server. CONSTITUTION: A storage unit(110) stores and receives hardware environment of plural clients in order to execute online games. An converting unit(130) encodes the online games based on each hardware environment according to manipulation signals received from plural clients. A control unit(150) executes the online game selected by the clients. The control unit controls the clients in order to execute the online game by transmitting game execution screens to the clients.
Abstract translation: 目的:提供一种在线游戏服务器及其实现方法,通过实时流式游戏画面和通过使用连接到游戏服务器的瘦客户机信息,为低性能客户端提供现有的在线游戏服务。 构成:存储单元(110)存储和接收多个客户端的硬件环境以执行在线游戏。 转换单元(130)根据从多个客户端接收的操作信号,基于每个硬件环境对在线游戏进行编码。 控制单元(150)执行由客户选择的在线游戏。 控制单元控制客户端,以便通过向客户端发送游戏执行屏幕来执行在线游戏。
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公开(公告)号:KR1020080052328A
公开(公告)日:2008-06-11
申请号:KR1020070098055
申请日:2007-09-28
Applicant: 한국전자통신연구원
IPC: G06T15/06
Abstract: A ray-triangle collision processing method for tracking a ray and an apparatus therefor are provided to compose a memory structure and a cache structure efficiently when algorithm for enhancing a collision speed between the ray and a triangle mesh by using various hierarchical structures is embodied as hardware. An RBM(Ray Bundle Memory)(104) stores a ray bundle by previously generated data. A GDM(Geometry Data Memory)(108) stores geometry triangle data having vertex information forming a triangle for geometry data. An HSM(Hierarchy Structure Memory)(106) stores space subdivision and bounding volume hierarchy structure information and bounding hierarchy structure information. A VP(Virtual Pager)(110) receives the geometry triangle data, the space subdivision and bounding volume hierarchy structure information, and the bounding hierarchy structure information from the HSM and the GDM, rearranges geometry triangle data according to the last termination node, and generates triangle data. A VPM(Virtual Paged Memory)(112) receives the data rearranged according to triangles, forms paged memories corresponding to the respective triangles according to a paged memory type, and stores the triangle data of the VP according to pages. A VPC(Virtual Paged Cache)(114) performs a pipe line process of page data, and previously stores a paged memory for checking a collision among paged memories of the VPM. An RTCDP(Ray Triangle Collision Detection Pipe)(116) receives the paged memory stored in the VPC and the ray bundle of the RBM, and checks a collision of the ray and the triangle. An output memory(118) stores an output for a triangle in which the collision occurs with the respective rays processed in the RTCDP.
Abstract translation: 提供了一种用于跟踪光线的射线三角碰撞处理方法及其装置,用于通过使用各种分层结构来增强射线与三角形网格之间的碰撞速度的算法,有效地构成存储器结构和高速缓存结构。 。 RBM(Ray Bundle Memory)(104)通过预先生成的数据存储光束。 GDM(几何数据存储器)(108)存储具有形成几何数据的三角形的顶点信息的几何三角形数据。 HSM(层次结构存储器)(106)存储空间细分和边界体层次结构信息和边界层次结构信息。 VP(虚拟寻呼机)(110)从HSM和GDM接收几何三角形数据,空间细分和边界体层次结构信息以及边界层次结构信息,根据最后终端节点重新排列几何三角形数据, 生成三角形数据。 VPM(虚拟分页存储器)(112)接收根据三角形重新排列的数据,根据分页存储器类型形成对应于各个三角形的分页存储器,并根据页面存储VP的三角形数据。 VPC(虚拟分页缓存)(114)执行页面数据的管道处理,并且预先存储用于检查VPM的分页存储器之间的冲突的分页存储器。 RTCDP(Ray Triangle Collision Detection Pipe)(116)接收存储在VPC中的寻呼存储器和RBM的射线束,并检查射线与三角形的碰撞。 输出存储器(118)存储与在RTCDP中处理的各个光线发生碰撞的三角形的输出。
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