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Korea Development Bank to support 1.2 trillion Wons to selective Small and Medium-sized Businesses
July 24, 2012
Hankyung and Newsis

Korea Development Bank (“KDB”) announced that it has successfully achieved in supporting small and medium enterprises (“SMEs”) and venture companies with 1.28 trillion Won-sized funds within 10 months since its launch of Pioneer Program. KDB Pioneer Program was started last September with an objective of cultivating future leading businesses by financially supporting SMEs and venture companies that possess competitive next-generation technology.

The Bank announced that it executed 1.1567 trillion Won-sized loan agreements with 319 companies that are currently in growth•mature stage and invested 128.5 million Wons to 46 technology start-up ventures. The major investment targets are the promising SMEs in 3D semiconductor, nano technology, transparent electronical ink businesses which have established the foundation to make a leap forward into leading global tech companies. As a matter of fact, the Bank increased its investment fund by raising additional 650 billion Wons after its early exhaustion of existing fund of 1 trillion Wons since September last year.

KDB, jointly with Korea Venture Capital Association ("KVCA"), also carried out its Pioneer Program certification ceremony together with key product exhibition at its Youido headquarter. Man-Soo Kang, the Chairman and CEO of KDB Financial Group, Min-Woo Nam, the Chairman of KVCA, and the 15 CEOs of Program participating-companies all attended the ceremony.

KDB explained that the Bank has established an investment network to support SMEs and venture companies from its early stage through co-investment program with KVCA. Also, a KDB official mentioned that KDB, unlike other commercial banks, will construct a distinctive financial supporting system to support future leading industries.
 
 
 
     
  Korea Development Bank invests in Siliconarts
May 3, 2012
Press Release

Siliconarts, Inc., a leading provider of Ray Tracing GPU technology for mobile and embedded markets, today announced it has completed latest financing from Korea Development Bank (KDB) on May 2, 2012. KDB is Korea's government-owned representative development financing institution which is well known not only as top arranger in Asia Pacific project finance market and a leader of domestic capital market but also as an active fund manager of private equity and venture capital. Prior to this round of financing, the New Growth Engine Fund – a strategic investment fund of LG Electronics – invested in Siliconarts to focus on new ideas and opportunities that complement LG Electronics’ business strategy.
 
   

 
  Korea Graphics World 2012
April 5, 2012
Press Release

Siliconarts, Inc. is participating in Korea Graphics World 2012 Conference held in COEX Seoul, Korea on April 5, 2012. Under the main theme of "Beyond Graphics", this forward-looking Conference is taking place to provide the latest graphics technology information including cloud, workstation, virtual solutions and etc. with the full support from the graphics industry, academic world, and media sources.

As a main participant of the Conference, Siliconarts, Inc., will be presenting its latest Real-time Ray Tracing Semiconductor IP - RayCore® - designed based on dedicated Ray Tracing hardware technology. Related demonstration and detailed presentation will follow at booth number 15.
 
   

 
  Certificate of Venture Corporation
Sep 30, 2011
Press Release

On September 29, 2011, KIBO, also known as Korea Technology Finance Corporation has certified that Siliconarts is now the official venture coporation in Korea. Through this financial and operational support by the government body, the company is now ready to move into top gear for business expansion.
 
   

 
  Siliconarts launches RayCore® IP Core
July 18, 2011
Press Release

Siliconarts, a next-generation 3D graphics technologies company, is pleased to announce its world's fastest ray tracing semiconductor IP core RayCore®, that delivers an interactive, cinema-quality 3D images using long-awaited real-time ray tracing hardware technology.
 
Ray tracing hardware technology has long been regarded as an ultimate 3D graphics technology that will substitute reigning Rasterization hardware technology. However, due to the complexity of calculating a huge set of 3D data to implement true images, few research institutes have barely succeeded and introduced any type of prototypes that can be directly developed and applied to commercial level until today.
 
Siliconarts, after more than 4 years of research and development solely dedicated on RayCore® IP core, possesses its unparalleled processing technology that is highly scalable due to its proprietary MIMD (Multiple Instruction stream, Multiple Data stream) architecture. RayCore® enables 3D contents to process in between 14 million to 24 million rays per second per core, the industry's fastest performance, and supports display resolutions of 960x640, 960x480, 800x480, and 300x240. In addition, its compact size and low power capability help to meet the essential requisites for mass market distribution.
 
Above all things, it is made possible for the professional graphics designers and content develpers to save time and money in developing reality-rich contents by neglecting costly and time-consuming manual labor in depicting the reality thanks to automatic light effect-enabled scene generation.
 
Now, the company is ready to deploy its patent-protected display processing technology in various applications such as mobile and embedded application processors (AP), graphics processing unit (GPU) in game console devices and graphics card, and even in smart TVs and also expect to deliver unprecedented visual experiences to consumers, device manufacturers, professional graphics designers and content developers.
 
Other advanced features such as muliple light source, phongshading, alpha-blending, anti-aliasing, dynamic and static scene support, and stereoscopic 3D display function provide enhanced visual experience. RayCore® is available for licensing.
 
   

 
  Selected in the National R&D Program by SMBA
July 1, 2011
Press Release

In May 2011, SMBA (Small & Medium Business Administration), an affiliate organization of the Ministry of Knowledge Economy in Korea announced that Siliconarts, Inc. was selected to participate in its National R&D program for establishing Siliconarts' Research Center. According to this program, SMBA, Sejong University and Seoul City Government will actively support Siliconarts' research activity from June 2011 to May 2013.
 
   

 
  CEO Interview - Sisa Life
Nov 26, 2010
Sisa Life Magazine

James Cameron, who is renowned worldwide for directing movies such as “Terminator” and “Titanic”, has revolutionized the picture screen by releasing the world with a 3-dimensinoal (3D) film “Avatar”. Media and critics claim that this movie has not only “re-written the history of film industry” but also “the movies will now be distinguished between “pre-Avatar” and “post-Avatar” in the film industry. What was possible for this movie to revolutionize the picture screen that enabled to fascinate people around the globe was mainly because of the visual effect technology, or VFX by a New Zealand firm, Weta Digital. Weta Digital was responsible in creating a maximum of 800 CG Characters in sequence of the movie at a high-degree stylized digital environment. It was much more difficult for Weta Digital than any other prior projects in order to execute such scenes, and therefore, Weta naturally asked for Nvidia’s help, which possessed the highest quality GPU technology. Nvidia and Weta Digital were able to accelerate the production process upon this, and in effect, were able to produce complicated scenes of the movie. At the 11th World Knowledge Forum, which was hosted in Seoul this October, Jeffrey Katzenbery, the CEO of Dreamworks, asserted that “through the 3D effects, emotions could be reflected in a more amplified way” and that “8 out of 10 box-office hit movies would be 3D, and people would enjoy 3D through their mobiles by next year.” In short words, it is natural that 3D contents would be poured into visual industry, and as a result, it will be essential to establish technical skills in order to realize a much higher quality 3D contents. In this environment where the importance of 3D related industry gets more emphasized, a local Korean firm attracts the attention of public by successfully developing the world’s first ever 3D computer graphic’s core technology, the real-time ray tracing hardware. The protagonist of this core technology is Siliconarts (www.siliconarts.com), which was established in April 2010.
 
Dreaming “3D Graphics Industry Revolution” by “developing the world’s first ever Real-time Ray Tracing Hardware”
 
     With the start of a blockbuster movie, “Avatar”, many of Hollywood’s movies had much effect on the 3D industry in 2009. In the center of Avatar’s graphic technology held the world’s leading visual computer giant, Nvidia. Amongst the foreign dominance of 3D industry, there was a Korean talent who has been quietly developing his strength to the fullest - Dr. Yoon Hyung-Min (CEO of Siliconarts) who has successfully developed real-time ray tracing hardware. Dr. Yoon has successfully developed real-time ray tracing hardware this year in hand with Professor Park Woo-Chan, a professor at Sejong University in Korea who has spent more than a decade in researching and developing 3D Graphic Hardware Technology. Along with this, Siliconarts is concentrating to launch this technology into real-time ray tracing chip. This applies not only to application processor of smart phones, but also from game consoles to set-top boxes and televisions in our homes, which is truly monumental in 3D industry as no one has ever showed such technology in the world. The most fundamental method of implementing an object to a screen is by using view conversion and projection methods to transform 3 dimensional coordinates into 2 dimensional coordinates. In addition, there exist a simple marking method, one of the methods in transforming an object into 3 dimensional, however, this requires additional workload on vertex, polygon, and shading effect due to lack of feeling of depth. But, one true problem these methods face is that however hard one may thrive to create images that may be close to reality, it is utterly impossible to articulate them realistically especially those transparent objects like mirror. Consequently, it is natural that ray tracing method emerges as a solution to this problem. Ray tracing is a cutting-edge technology that creates high-quality, photo-realistic 3D by tracing a ray path from an imaginary eye through each pixel in a virtual screen, and calculating the color of the object visible through it. Dr. Yoon explains the differences of ray tracing technology of previously-used by the industry and Siliconarts, “All the graphic companies are using the existing 3D graphics technology called “Rasterization”. The graphics processing unit, or GPU being used in the semiconductor hardware typically follow “Rasterization” and an animation produced by Pixar, Toy Story, is the main example of this. This animation is not a production of hardware semiconductor technology, but in fact, has been produced by connecting hundreds of servers using software. This positively led to implementing precise images but not yet enough to render on complex images that visually present the effect of light such as reflection, refraction and shadows in real-time basis. Using “Real-time ray tracing hardware”, one is capable of creating those contents while reducing both the time and the cost of production significantly. Siliconarts is now ready to make another revolution through its self-developed 3D Real-time ray tracing hardware.
 
     Of course it was not an easy challenge for Dr. Yoon initially as he looks back upon the past and recalls, “Like many other industries, semiconductor industry costs capital, but it particularly costs more. As this industry is not familiar to those without knowledge nor interest, it is difficult for them to understand even with much explanations. We’ve visited overseas from Silicon Valley to Los Angeles, Singapore and Hong Kong to receive investments for this technology – we’ve visited from 50 to 60 firms but they did not understand well.” Traveling around the world all alone for this technology reflected Dr. Yoon’s firm passion and determination. It was possible to feel Dr. Yoon’s humane warmth when he answered to a question how the circumstances were back then, “It was quite tough.” Nevertheless, what makes Siliconarts’ success such an incredible revolution for the IT industry is that all the experts and corporations around the world have tried so hard in this area which all ended in failure without single success. Professor Slusallek of Saarland University in Germany, a recognized expert of this technology, introduced a simple ray tracing hardware in 2004 but his level of research did not make further progress for years due to performance lagging. On the other hand, world largest chip maker, ambitiously invested in their next generation GPU project “Larrabee” that targeted to achieve ray tracing software based on multi-core graphics processor but, unfortunately, Intel announced that they are behind schedule and rather expected to be launched as a software development platform. What was even more interesting was that the whole of the industry has then assumed that it was not feasible to develop ray tracing hardware technology, ever since Professor Slusallek’s failure. Naturally all the corporations and technical experts focused on producing ray tracing technology by the use of software only. However, there exists a person who does not follow the path of the others, but instead, follows his own independent way. Dr. Yoon explains that “Both the size and power consumption of semiconductors developed by software ray tracing technology are too big to be applied to game consoles, mobile phones and televisions. In terms of quality, it lacks much quality compared to Hardware Technology as well”. He added that to supplement such weak points initially served as a big momentum to introduce the world’s first ray tracing hardware technology.
 
Korea, in order to become the next super power at IT Technology needs “National Support”

     The professional ray tracing graphics card, expected to launch in 2011, is expected to enable rapid productivity improvement in the makings of movies, animations and games since ten times of ray tracing quality would be provided compared to the existing products. Despite such technological superiority, it is a fact that there will be challenges going forward without the support of the nation. It is true that Korean semiconductor industry is remarkable globally, but looking deep inside it is a reality that it still lacks competitiveness in non-memory semiconductor technology. Obviously, there doesn’t exist a Korean corporation with sales revenue of USD 1billion, in which case is considered as major player in the marketplace. Dr. Yoon points out such phenomenon in Korea about the semiconductor market and current IT industry, “The business model of semiconductor industry in Korea is dependent on the likes of Samsung Electronics and LG Electronics. Since both Samsung and LG are pursuing to produce application processors by themselves, even those firms with high-quality technology have no room for business. With such phenomenon it becomes difficult for these firms to become global but instead, the reality becomes constrained for only to the likes of Samsung and LG. The active and aggressive spirit of the firms have practically been obstructed by the passive attitude of large corporations, and furthermore, the country.” Under such difficult circumstances, Dr. Yoon has put all his energy in developing real-time ray tracing hardware with one main reason as he explains candidly, “It started from my enthusiasm that led to more passion. It naturally led to now, and now I wish to add much value to my country by the development and dissemination of new technology.”
 
Siliconarts, until the day it becomes “world-leading semiconductor fabless company”

     Ever since Apple’s iPhone arrival, interests for smart phones have exploded spontaneously in Korea. With smart phones adopting android platforms and the release of iPhone4 in the public, fever for smart phones spread throughout the whole country. Demand for smart phones is exploding that would also naturally lead to proportional demand for various creative applications and high-quality visual contents from the user’s perspective. With such market timing and industry trends, there is no doubt that Siliconarts has revolutionized the 3D industry to a next level by producing world’s first ever real-time ray tracing hardware. Furthermore, it is expected that this technology will start a ripple effect throughout various visual industries once ray tracing hardware gets launched as ray tracing semiconductor. By utilizing real-time ray tracing rendering support, 3D contents developers, particularly who aimed to create 3D contents for smart phones and tablet PCs will benefit by dramatically minimizing development cost and workload. These real time ray tracing hardware semiconductor products produced by Siliconarts provide the customers with the optimum circumstances to utilize 3D contents inexpensively to satisfy the expectations of both efficiency and quality in making various 3D visual productions.
 
     With firm passion and continuous learning from trials and errors led to development of the world's first ever technology, which many prestigious R&D institutes and companies failed to produce. We confidently wait for the distinguishing role of Siliconarts in the fast-growing GPU and Semiconductor Market, and at the same time, expect to witness Siliconarts to stand tall with the likes of Qualcomm and Nvidia as the world’s leading semiconductor fabless company.
 
To view in original version, please refer to the article attached | SisaLife_Dec2010.pdf
 
   

 
  Leading expansion of photo-realistic 3D contents with Real Time 3D Graphics Hardware Technology
August 31, 2010
Korea Economic Daily

Ray tracing hardware technology, which is known as a core technology of 3D computer graphics, was finally developed for the first time in the world by Korean IT venture company, Siliconarts, Inc.

Siliconarts (C.E.O:Ph.D.Yoon,Hyung-min,www.siliconarts.com), established in April,2010, is planning to apply Ray tracing hardware technology to semiconductor products, and this world's first technology shows best performance as well as enables to used to various products like smartphone, game console, Settop Box and TV.

Ray Tracing, as a high technology to trace the path of light, can offer photo-realistic image and save time and money for contents production.

It is expected that the demand for 3D graphic hardware with high performance and quality would be continually increased in the future due to the 3D graphic usage expansion in the animation, movie and game industry like Toy Story and Avata.

Siliconarts also explained that real time ray tracing hardware technology would lead significant market growth within 5 years as a next generation core technology enable to offer better image with lower cost from professional graphic card market to smart phone.

Siliconarts said that Professional ray tracing graphic card, expected to launch in 2011, enables rapid productivity improvement in production of movie and animation as providing ten times more improved ray tracing performance than existing products. Also, It realizes high level photo-realistic image as calculating optical effects automatically, and has about 30~50% cost saving effect compared to existing technology.

Moreover, Siliconarts is planning to launch ray tracing semiconductor IP, GPU embedded in processor of smart phone, game console and settop box.

C.E.O, Ph.D.Yoon, said that Siliconarts' strong challenge spirit and continuous efforts resulted in development of world's first technology many prestigious R&D institutes and companies tried but failed.

Also, he added Siliconarts would grow as a world class semiconductor fabless company like Qualcumm and NVIDA in the rapid growing GPU and semiconductor IP market as it leads new market according to the expansion of ray tracing technology, and Siliconarts' technology would make it possible because real time ray tracing hardware technology is developed and owned by Siliconarts only in the world.
 
Source: August 31,2010 Hankyung newspaper
 
Korean version link is here
 
   

 
  Chosen for KPU-Enterprise Partnership Program
June 18, 2010
Press Release

Siliconarts, Inc. is pleased to announce that it has been chosen for Enterprise Partnership Program run by Korea Polytechnic University (KPU). Through this program, Siliconarts and KPU will cooperate in breeding high-quality professionals and in strengthening technology competitiveness in the IT industry. Consequently, Siliconarts expects to utilize manpower, research labs and equipments from college while KPU hope to educate its college students on the spot and revitalize its joint research project between the academic and industry world.
 
About Korea Polytechnic University
 
KPU is one of the leading institutes of technology in Korea that was established by Ministry of Commerce, Industry and Energy in 1997.
 
   

 
  Selected in the National R&D Program by NIPA
June 8, 2010
Press Release

In May 2010, NIPA (National IT Industry Promotion Agency), an affiliate organization of the Ministry of Knowledge Economy in Korea announced that Siliconarts, Inc. was selected to participate in its National R&D program after reviewing the company's vision and technology. According to this program, NIPA will actively support Siliconarts in entire process of researching and developing the Real-time Ray Tracing Hardware Technology from June 2010 to May 2011. The agreement between the two parties will take place in June 2010.
 
Such positive support from the governmental sector acknowledges Siliconarts' R&D capacity to lead next generation technology and its initiative to secure new growth engine for Korea's economy.