• Title/Summary/Keyword: 메쉬 프로세싱

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Processor Allocation Scheme on the Mesh-connected System with Faults (오류가 있는 메쉬 시스템에서의 프로세서 할당 기법)

  • Seo, Kyung-Hee
    • The KIPS Transactions:PartA
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    • v.12A no.4 s.94
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    • pp.281-288
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    • 2005
  • Efficient utilization of processing resources in a large multicomputer system with the possibility of fault occurrence depends on the reliable processor management scheme. This paper presents a dynamic and reliable processor allocation strategy to increase the performance of mesh-connected parallel systems with faulty processors The basic idea is to reconfigure a faulty mesh system into a maximum convex system using the fault-free upper or lower boundary nodes to compensate for the non-boundary faulty nodes. To utilize the non-rectangular shaped system parts, our strategy tries to allocate L-shaped submeshes instead of signaling the allocation failure. Extensive simulations show that the strategy performs more efficiently than other strategies in terms of the job response time md the system utilization.

A Preliminary Study on the Feasibility of Copper Mesh as an Off-Gas Iodine Capturing Medium for Pyroprocessing (파이로프로세싱 배기체 요오드 포집을 위한 구리메쉬 적용 가능성에 대한 기초연구)

  • Jeon, Min Ku;Lee, Tae Kyo;Choi, Yong Taek;Eun, Hee-Chul;Choi, Jung Hoon;Park, Hwan-Seo;Hur, Jin-Mok;Ahn, Do-Hee
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.13 no.3
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    • pp.235-242
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    • 2015
  • A commercially available copper mesh was investigated as an iodine off-gas capturing medium for pyroprocessing, with an aim to replace costly silver based adsorbents. Theoretical calculation results suggested that the reaction between metallic copper and gaseous iodine will occur spontaneously to produce copper iodide in the temperature range of 100 ~ 500℃. The effect of the reaction temperature on iodine capturing efficiency was investigated by experimentation, and it was found that 5 and 6 wt% of iodine (initial mass 2.0 g) was captured by a single copper mesh (0.26 g) at 300 and 400℃, respectively. The repeated experimental results also suggested that copper utilization can be increased with the help of the spontaneous detachment of the reaction product (CuI) from a copper mesh. The formation of the CuI phase was confirmed using the X-ray diffraction technique, and the surface morphology of the reaction product was observed using scanning electron microscopy.

A Virtual Sculpting System using Haptic Interface (햅틱 인터페이스를 이용한 가상 조각 시스템)

  • Kim Laehyun;Park Sehyung
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.12
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    • pp.682-691
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    • 2004
  • We present a novel haptic sculpting system where the user intuitively adds to and carves out material from a volumetric model using new sculpting tools in the similar way to handling real clay Haptic rendering and model deformation are implemented based on volumetric implicit surface. We enhance previous volume-based haptic sculpting systems by presenting fast and stable force computation on 3D models to be deformed. In order to bridge the gap between fast haptic process (1 KHz) and much slower visual update frequency(~30Hz), the system generates intermediate implicit surfaces between two consecutive physical models being deformed. It performs collision detection and force computation on the intermediate surface in haptic process. The volumetric model being sculpted is visualized as a geometric model which is adaptively polygonized according to the surface complexity. We also introduce various visual effects for the real-time sculpting system including mesh-based solid texturing, painting, and embossing/engraving techniques.

Tree-inspired Chair Modeling (나무 성장 시뮬레이션을 이용한 의자 모델링 기법)

  • Zhang, Qimeng;Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.29-38
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    • 2017
  • We propose a method for tree-inspired chair modeling that can generate a tree-branch pattern in the skeleton of an arbitrary chair shape. Unlike existing methods that merge multiple-input models, the proposed method requires only one mesh as input, namely the contour mesh of the user's desired part, to model the chair with a branch pattern generated by tree-growth simulation. We propose a new method for the efficient extraction of the contour-mesh region in the tree-branch pattern. First, we extract the contour mesh based on the face area of the input mesh. We then use the front and back mesh information to generate a skeleton mesh that reconstructs the connection information. In addition, to obtain the tree-branch pattern matching the shape of the input model, we propose a three-way tree-growth simulation method that considers the tangent vector of the shape surface. The proposed method reveals a new type of furniture modeling by using an existing furniture model and simple parameter values to model tree branches shaped appropriately for the input model skeleton. Our experiments demonstrate the performance and effectiveness of the proposed method.

Synthesis of Ocean Wave Models and Simulation Using GPU (바다물결 모형의 합성 및 GPU를 이용한 시뮬레이션)

  • Lee, Dong-Min;Lee, Sung-Kee
    • The KIPS Transactions:PartA
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    • v.14A no.7
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    • pp.421-434
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    • 2007
  • Among many other CG generated natural scenes, the representation of ocean surfaces is one of the most complicated and time-consuming problem because of its large extent and complex surface movement. We present a hybrid method to represent and animate unbound deep-water ocean surfaces by utilizing graphics processor as both simulation and rendering core. Our technique is mainly based on spectral approaches that generate a high-detailed height field using Fourier transform on a 2D regular grid. Additionally, we incorporate Gerstner model and generate low-detailed height field on a 2D projected grid in order to represent large waves and main structure of ocean surface. There is no interruption between CPU and GPU, and no need to transfer simulation results from the system memory to graphics hardware because the entire simulation and rending processes are done on graphics processor. As a result we can synthesize and render realistic water surfaces in real-time. Proposed techniques are readily adoptable to real-time applications such as computer games that have heavy work load on CPU but still demand plausible natural scenes.