Sung-Hou Kim’s research while affiliated with Korea Advanced Institute of Science and Technology and other places

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Publications (76)


Quantitative Analysis of Lanthanide Ions in LiCl-KCl Molten Salt by Normal Pulse Voltammetry
  • Article

July 2014

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28 Reads

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4 Citations

Asian Journal of Chemistry

Tack-Jin Kim

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Si-Hyung Kim

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[...]

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An electrochemical approach to determine the lanthanide concentrations by normal pulse voltammetry was presented in the binary system of gadolinium (Gd) and lanthanum (La) as a part of the long-term goal to predict the total lanthanide concentrations in multi-component molten salt. The experimental conditions were optimized in terms of the pulse width and pulse period and a calibration curve was constructed in the molten salt with gadolinium ions. The limiting current of normal pulse voltammetry increased with gadolinium concentration with an excellent linearity in a concentration range of below 2 wt %. In addition, the total concentration of lanthanides in the binary solutions was estimated on the basis of the calibration curve. The maximum currents taken in the binary solutions of Gd and La were excellently fitted to the calibration curve, indicating that the total amount of lanthanides can be determined by normal pulse voltammetry technique.


A 1 mJ/Frame Unified Media Application Processor With Dynamic Analog-Digital Mode Reconfiguration for Embedded 3D-Media Contents Processing

August 2013

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29 Reads

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2 Citations

IEEE Journal of Solid-State Circuits

In this paper, a unified media application processor (UMAP) is presented for 2D/3D image analysis/synthesis applications on handheld devices. UMAP integrates parallel and sequential processing layers which consist of heterogeneous functional IPs for general media contents processing on today's application processors (AP). Based on the heterogeneous many-core platform, UMAP supports not only graphics and vision processing for real-time augmented reality (AR) but also disparity estimation and 3D display synthesis for 3D-view AR acceleration. A new concept of 3D-view AR which synthesizes 3D display contents from two vertically aligned stereo images and a self-constructed disparity map is introduced to achieve true realism for next generation mobile devices. For low-cost 3D-view AR processing, a homography-based disparity estimation (HDE) algorithm is proposed to construct a disparity map between two stereo images with small implementation overhead. For real-time and energy-efficient system organization, workload-balanced 3-stage pipelined architecture and a mixed-mode feature extraction engine (FEE) are also implemented in UMAP. The 3-stage pipelined system which consists of graphics, vision, and display operation stages reduces per-frame execution latency, while dynamic analog/digital mode reconfiguration based on mixed-mode FEE reduces per-frame energy dissipation, so real-time energy-efficient 3D-view AR can be realized in UMAP. FEE performs high-speed corner detection for vision processing based on four pairs of analog current contention logics (CCLs). Especially, a diode-connected current sensing stabilizer (CSS) in each CCL reduces minimum sensing current for corner detection, so average power consumed in CCL is reduced by 44.9%. In 2D or 3D-view AR processing, FEE with four CCLs replaces the parallel processing core cluster which is the most power hungry IP in UMAP, so 96.7% of cluster power and 99.1% of target detection time are saved in real operation. Based- on the 3-stage pipelined architecture with the dynamic mode reconfiguration technique, the entire UMAP achieves up to 64.4% of energy reduction compared to the previous state-of-the-art media processors in full operation.


A 1mJ/frame unified media application processor with a 179.7pJ mixed-mode feature extraction engine for embedded 3D-media contents processing

September 2012

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11 Reads

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1 Citation

Proceedings of the Custom Integrated Circuits Conference

A unified media application processor (UMAP) with a low-power mixed-mode feature extraction engine (FEE) is presented for 2D/3D image analysis/synthesis applications on handheld devices. UMAP supports not only graphics and vision for augmented reality (AR) but also 3D reconstruction and 3D display for 3D-view AR based on heterogeneous many-core platform. A frame-level 3-stage pipelined architecture enables real-time (50fps in VGA) performance in 3D-view AR, while a mixed-mode FEE dynamically saves active power by reconfiguring operation modes between analog and digital processing. Especially for low power operation in media processing, four pairs of analog current contention logics (CCL) are implemented in FEE. The implemented CCL does not require digital-to-analog or analog-to-digital converters (DAC/ADC) in interfacing digital and analog domains. It includes a diode-connected sensing stabilizer which reduces minimum sensing current. Therefore, average power consumed in CCL is reduced by 44.9%. In the implemented UMAP, the proposed FEE replaces the parallel processing core cluster in the analog processing mode, as a result, 96.5% of cluster power and 99.1% of target detection time are saved. The dynamic mode transition between analog and digital processing based on run-time tracking of region-of-interest (ROI) reduces system energy dissipation by up to 84.2% compared to the state-of-the-art embedded media processors.


Homogeneous Stream Processors With Embedded Special Function Units for High-Utilization Programmable Shaders

September 2012

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35 Reads

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19 Citations

IEEE Transactions on Very Large Scale Integration (VLSI) Systems

We embed special function units (SFUs) in homogeneous stream processors (SPs) within a graphics processing unit (GPU), to improve its performance in running modern programmable shaders, which make poor use of a single-instruction multiple-data (SIMD) architecture. We also compact instructions, so as to reduce the size of the instruction memory, and reduce area requirements by using a partial SFU in SPs, and a lookup table which is shared between multiple SFUs. The result is an increase of 88% in utilization and a reduction in the normalized area-delay product of 27%, compared to a baseline SIMD architecture. We verified our architecture on an field-programmable gate-array evaluation platform with an ARM9 host processor and a full 3-D graphics pipeline.


A Mobile 3-D Display Processor With A Bandwidth-Saving Subdivider

June 2012

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30 Reads

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3 Citations

IEEE Transactions on Very Large Scale Integration (VLSI) Systems

A mobile 3-D display processor with a subdivider is presented for higher visual quality on handhelds. By combining a subdivision technique with a 3-D display, the processor can support viewers see realistic smooth surfaces in the air. However, both the subdivision and the 3-D display processes require a high number of memory operations to mobile memory architecture. Therefore, we make efforts to save the bandwidth between the processor and off-chip memory. In the subdivider, we propose a recomputing based depth-first scheme that has much smaller working set than prior works. The proposed scheme achieves about 100:1 bandwidth reduction over the prior subdivision methods. Also the designed 3-D display engine reduces the bandwidth to 27% by reordering the operation sequence of the 3-D display process. This bandwidth saving translates into reductions of off-chip access energy and time. Consequently the overall bandwidth of both the subdivision and the 3-D display processes is affordable to a commercial mobile bus. In addition to saving bandwidth, our work provides enough visual quality and performance. Overall the 3-D display engine achieves 325 fps for 480 times 320 display resolution.


A 116 fps/74 mW Heterogeneous 3D-Media Processor for 3-D Display Applications

April 2010

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19 Reads

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11 Citations

IEEE Journal of Solid-State Circuits

In this paper, a heterogeneous 3D-media processor is presented, which supports all 3-D display applications by combining a 3-D display IP with a 3-D graphics IP and a stereo video decoder. For mobile environments, adaptive power management scheme is proposed, which saves power consumption up to 186 mW by turning off idle functional blocks based on a target application, a target performance, and the run-time ratio between different IPs. As a result, the minimum power consumption of the processor is only 15 mW, while the overall power consumption is 201 mW. As well as the reduction of power consumption, this work shows impressive performance improvement. The proposed fast modulo operators and adopted division-free algorithm reduces the critical latencies of 3-D display image processing. The proposed fast datapath with parallel architecture increase synthesis rate up to 116 fps which is 17 times faster than a previous work. In addition, reordered operation sequence fixes memory bandwidth regardless of the number of images to be produced. In the 3-D graphics IP and the decoding IP, redundant datapath are merged using an IEEE 754 compliant floating-point vector unit to save both chip area and power consumption, which even reduces the critical latency by 30%.


A Unified Graphics and Vision Processor With a 0.89 mu W/fps Pose Estimation Engine for Augmented Reality

March 2010

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41 Reads

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25 Citations

Digest of Technical Papers - IEEE International Solid-State Circuits Conference

A unified vision and graphics processor with three layers is shown to provide a fast pipeline for augmented reality. In the image-level layer, a 153.6 GOPS massively parallel processing unit with eight SIMD processors, each containing 128 processing elements, performs highly data-parallel operations. In the sub-image layer, a rasterizer and a pixel arranger respectively generate and reduce data-level parallelism. In the descriptor-level layer, a pose estimation engine executes sequential programs. Our processor can provide images for augmented reality at 100 fps, for a power consumption of 413 mW. This is 39% faster than a comparable smartphone implementation. Our chip is fabricated in a 0.18 mu m CMOS process and contains 0.95 M gates.


A 186-Mvertices/s 161-mW Floating-Point Vertex Processor With Optimized Datapath and Vertex Caches

November 2009

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33 Reads

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15 Citations

IEEE Transactions on Very Large Scale Integration (VLSI) Systems

In this paper, a power efficient vertex processor for mobile graphics applications is presented. A four-threaded and four-issue expanded VLIW datapath with a quad-float vertex texture fetcher is proposed by exploiting graphics specific characteristics after evaluation of several candidate architectures. Instruction-level power control methods such as operand sharing and writeback re-allocation along with operand isolations and gated clocks result in 40.4% and 82% reduction in energy dissipation and energy delay product compared to the most widely used single threaded SIMD. The proposed processor with the optimized datapath and vertex caches implemented in a 0.18- mum 1P4M CMOS process achieves 186-Mvertices/s geometry performance which is the best result among the processors that are IEEE-754 compliant.


A 116fps 74mW mobile heterogeneous 3D-Media processor for 3D display contents

July 2009

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12 Reads

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5 Citations

A mobile heterogeneous 3D-media processor which supports all 3D display contents by combining a 3D display IP with a stereo video decoder and a 3D graphics IP is proposed. For mobile environment, adaptive power management scheme is adopted, saving 165mW. For high-end applications, fast modulo operators are designed to synthesize 3D images at 116fps, 17 times faster than the previous work. An IEEE 754 compliant floating point vector unit reduces critical latency by 30%.


Fig. 1. Operation sequence of the proposed processor.  
Fig. 2. Block diagram of the proposed processor.  
Fig. 3. Block diagram of RE.  
Fig. 4. View interpolation according to disparity.  
Fig. 5. Hole filling process.  

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A 36 fps SXGA 3-D Display Processor Embedding a Programmable 3-D Graphics Rendering Engine
  • Article
  • Full-text available

June 2008

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1,019 Reads

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11 Citations

IEEE Journal of Solid-State Circuits

In this paper, a 3D display processor embedding a programmable 3D graphics rendering engine is proposed. The proposed processor combines a 3D graphics rendering engine and a 3D image synthesis engine to support both true realism and interactivity for the future multimedia applications. Using high coherence between 3D graphics data and 3D display inputs, both pipelines are merged by sharing buffers such that a 3D display engine directly uses the output of a 3D graphics rendering engine. The merged architecture has synergetic coupling effects such as freely providing various rendering effects to 3D images and easily computing disparities without complex extraction processes. In the 3D image synthesis engine, we adopt view interpolation algorithm and propose real-time synthesis method, pixel-by-pixel process. The view interpolation algorithm reduces the number of images to be rendered, resulting in the reduction of external memory size to 64.8% compared to conventional synthesis process. The proposed pixel-by-pixel process synthesizes 3D images at 36 fps through bandwidth reduction of 26.7% and decreases internal memory size to 64.2% compared to typical image-by-image process. The 3D graphics rendering engine is programmable and supports the instruction sets of the latest 3D graphics standard APIs, Pixel Shader 3.0 and OpenGL|ES 2.0. The die contains about 1.7 M transistors, occupies 5 mm times 5 mm in 0.18 mum CMOS and dissipates 379 mW at 1.85 V.

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Citations (67)


... These studies provide experimental data for improving the separation efficiency of lanthanides and actinides and lay a foundation for studying the electrochemical properties of other lanthanides and actinides. At the same time, real-time monitoring of lanthanide concentrations in melts is essential for effective process control of the electrodeposition step during pyro-processing of spent fuel [25]. Many studies have been conducted on the fundamental electrochemical behavior and thermodynamic properties of La(III). ...

Reference:

Kinetic and thermodynamic properties of La(III) on Molybdenum electrode in LiCl–KCl–LaCl3 melts
Quantitative Analysis of Lanthanide Ions in LiCl-KCl Molten Salt by Normal Pulse Voltammetry
  • Citing Article
  • July 2014

Asian Journal of Chemistry

... However, despite relative structural changes, methylation of lysine did not affect sweetness [52]. For MNEI, a connecting loop between residues 59 to 78 ( Fig. 2-C) was mentioned as a probable active site [53]. ...

Sweet Proteins: Biochemical Studies and Genetic Engineering
  • Citing Article
  • December 1991

ACS Symposium Series

... ECENTLY various types of liquid crystal displays (LCDs) such as twisted-nematic (TN), patterned vertical alignment (PVA), and fringe-field switching (FFS) have been developed and implemented mainly for low-power and high-performance operation [1]- [8]. In addition, LCDs are used for peripheral devices of personal computers, large-sized televisions, mobile devices, and digital information displays [9], [10]. It means that the LCDs operate diverse environments such as indoors, outdoors, and in cold or hot climates. ...

Simultaneous intermediate-view interpolation and multiplexing algorithm for a fast lenticular display

Optical Engineering

... Most recent advancements of the graphic processing unit [1] include high level dynamic parallelism, which makes GPU computing easier and broadens the reach [2]. Since these GPUs are more power consuming, there has been an increasing demand for the real time 3D graphics application for mobile devices which have more stringent power constraints [3][4][5][6][7]. In order to meet these requirements, the application programming interface (API) has set up a standard OpenGL-ES (embedded system) [8]. ...

A 186-Mvertices/s 161-mW Floating-Point Vertex Processor With Optimized Datapath and Vertex Caches
  • Citing Article
  • November 2009

IEEE Transactions on Very Large Scale Integration (VLSI) Systems

... Other strategies include several pipeline stages to improve performance [5], while different approaches focus on compressing and reducing the memory tables (LUTs) through bank partitions [43], bit partitioning [28], and through the adjustment (i.e., assignation of special constraints) of the polynomial coefficients ( C 0 , C 1 , and C 2 ) of adjacent segments to reduce the overall LUT size [18]. In [31], the authors combine functional units (e.g., ADD and MUL cores) with PPA-based SFU structures to improve the system's data path, as well as reduce the overall area and power of large parallel processors. ...

Homogeneous Stream Processors With Embedded Special Function Units for High-Utilization Programmable Shaders
  • Citing Article
  • September 2012

IEEE Transactions on Very Large Scale Integration (VLSI) Systems

... Dedicated robotic accelerators. Prior works on accelerating di erent robotic algorithms such as localization [3,5,15,17,21,30,34,35,56,57,66,69,70], planning [19,23,29,31,[42][43][44] and control [20,32,68] usually design a dedicated accelerator with emphasis on one or one type of algorithms. O di ers from prior works in mainly two aspects. ...

A Unified Graphics and Vision Processor With a 0.89 mu W/fps Pose Estimation Engine for Augmented Reality
  • Citing Conference Paper
  • March 2010

Digest of Technical Papers - IEEE International Solid-State Circuits Conference

... Most recent advancements of the graphic processing unit [1] include high level dynamic parallelism, which makes GPU computing easier and broadens the reach [2]. Since these GPUs are more power consuming, there has been an increasing demand for the real time 3D graphics application for mobile devices which have more stringent power constraints [3][4][5][6][7]. In order to meet these requirements, the application programming interface (API) has set up a standard OpenGL-ES (embedded system) [8]. ...

A 116 fps/74 mW Heterogeneous 3D-Media Processor for 3-D Display Applications
  • Citing Article
  • April 2010

IEEE Journal of Solid-State Circuits

... The most two computation intensive tasks in the GPU pipeline are vertex transformation and triangle clipping. Currently several engines have been developed to accelerate them [8][9][10]. ...

Clipping-ratio-independent 3D graphics clipping engine by dual-thread algorithm
  • Citing Conference Paper
  • May 2008

Proceedings - IEEE International Symposium on Circuits and Systems

... Upon comparison to their known structures from tRNADB, both T7 and NM tRNA folding accuracy improved as [Mg 2+ ], charge ratio, and polymer length increased (Table 2). Notably, under all three conditions, the NM tRNAs had higher mean accuracies than their T7 transcript counterparts even though the difference in the distributions was not Prokaryotic and eukaryotic cells have varying intracellular Mg 2+ concentrations, and Mg 2+ ions are essential for RNAs to fold into their tertiary structures (70,(73)(74)(75)(76)(77)(78). We therefore analyzed the sensitivity of the various T7 and NM tRNAs to Mg 2+ concentrations between 0.5 and 10 mM, which represent typical in vivo and in vitro Mg 2+ concentrations, as mentioned above. ...

RNA-ligant interactions. (I) Magnesium binding sites in yeast tRNAPhe

Nucleic Acids Research

... When m 2 2 G is present in eukaryotic tRNAs, it is primarily found linking the D-arm and anticodon stem (Edqvist et al., 1992) where it Frontiers in RNA Research frontiersin.org has been suggested to act as a molecular hinge (Holbrook et al., 1978). As di-methylation of G strongly impacts its base-pairing properties, it is likely that the presence of m 2 2 G26 limits the formation of alternative, sub-optimal tRNAs conformations that then represent an energetic hurdle requiring to be overcome to allow correct folding (Steinberg and Cedergren, 1995;Urbonavičius et al., 2006). ...

Crystal structure of yeast phenylalanine transfer RNA
  • Citing Article
  • September 1978

Journal of Molecular Biology