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Ki-Jong Byun

dblp:33/246 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2002
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 87% Virtual and augmented reality · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › parallel rendering › distributed rendering
cluster rendering
0.012002
A synchronization method for real time surround display using clustered systems · ACM Multimedia 2002
Rendering › parallel rendering
frame synchronization
0.012002
A synchronization method for real time surround display using clustered systems · ACM Multimedia 2002

Methods — techniques the papers use, named apart from their topics

dual scene graph management · 0.0
YearPublicationVenuePosition
2002 A synchronization method for real time surround display using clustered systems
abstract
This note describes a synchronization method for use of the multichannel display and the associated clustered PC rendering systems, within multi user Virtual Reality online games with real time frame rates. It provides a real time surround game display to render the very complex 3D graphics objects. Our system is composed of Multi-channel Distributor, and Visualization Clients. Visual client system can be connected to multi monitors or projectors. With Multi-channel distributor, an application can be configured, at runtime, to span any number of visuals to makeup a complete surround and to manage the user game event. All visualization clients produced are frame synchronized to ensure visual uniformity. However, tightly synchronized PC cluster may cause a draw back in its rendering speed. So, we propose a dual scene graph management method to adaptively synchronize. One scene graph is conventionally organizes and control the rendering of its constituent objects. And the other is spatially grouping on the geometric objects found at the edge of two adjacent channels between of the clustered PCs and or not. In this paper describes the method of a construction dual-scene graph based clustered rendering system for scalable display in order to generate high-resolution images at real time frame rates. And also we are planning to develop a multi-projector display system which calibrates itself automatically regardless its shape of display surface and which provides a user with a seamless game display. Our results are well suited for surround 3D game displays such as multi-projector or multi-monitor running on a PC cluster.
Jeong-Dan Choi, Ki-Jong Byun, Byung-Tae Jang, Chi-Jeong Hwang
ACM Multimedia2