• Title/Summary/Keyword: 물리 시뮬레이션

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Fast Access Method of Neighboring Particles Using Bitonic Sort Based GPU Hashing, and Its Applications (바이토닉 정렬 기반의 GPU 해싱을 이용한 인접 입자의 빠른 접근 기법과 그 응용 사례)

  • Lee, SuBin;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.357-360
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    • 2022
  • 본 논문에서는 대용량 데이터에서 빠르게 주변 데이터를 접근하기 위한 자료구조인 최근접 이웃 탐색(Nearest neighbor search, NNS) 문제를 빠르게 풀 수 있는 바이토닉 정렬(Bitonic sort) 기반 해시 테이블을 GPU기반에서 설계하는 방법과 이를 통해 입자 기반 물리 시뮬레이션을 고속화할 수 있는 방법에 대해 살펴본다. 본 논문에서는 CUDA 아키텍처를 이용하여 해시 테이블을 설계하였으며, 계산양이 가장 큰 데이터 정렬부분을 최적화함으로써 NVIDIA에서 제공하는 CUDA 해시 테이블보다 빠른 결과를 얻을 수 있으며, 이 자료구조를 입자 기반 시뮬레이션에 통합함으로써 고성능 시뮬레이션을 쉽게 제작할 수 있다.

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Schema Definition and Implementation for Web3D Physical Units (웹3D 물리 단위 스키마 정의와 구현)

  • Kim, Lee-Hyun;Park, Chang-Sup;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.3
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    • pp.11-19
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    • 2010
  • This paper describes how to define and implement the schema for 3D virtual objects with physical units so that the objects can be compared in virtual environments based on physical properties, such as length, according to the specified units. We define physical units for virtual objects using the International System of Units and based on the X3D (Extensible 3D) specification. The schema must be defined with validation so that it does not violate the original X3D data structure. In this paper, we have extended the original X3D schema with a physical unit specification, and demonstrate the difference between units-specified and non-units-specified 3D scenes using an X3D browser that we developed.

A Study on the Development of the Principles of Fluid Mechanics by WBI Learning Program (CBT를 활용한 군사훈련 시뮬레이션 효과 분석)

  • Son, Young-Bae;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.442-445
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    • 2012
  • After the bombing of the Cheonan Vessel 2 years ago, military conflicts such as a missile launch became a serious issue. In fact, since especially military training has physical limitations, a research for military simulation education using CBT is needed. Using CBT in military-specialized schools, this paper looks into and analyzes the effects after teaching the functions for repairing artilleries and rifles through online simulation. In addition, the learning effects between the learning group using CBT for training artillery engineers and non-CBT learning group are analyzed.

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Interactive Fluid Simulation Method for Mobile Device (모바일 기기를 위한 실시간 유체 시뮬레이션 엔진)

  • Kim, Do-Yub;Song, Oh-Young;Ko, Hyeong-Seok
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.463-468
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    • 2009
  • This paper proposes a method for extending simulating fluid on mobile device, which was only possible on desktop PC. Fluid simulation is done by solving Navier-Stokes equation numerically, and previous research were mainly focused on numerical stability [1], and realism [2]. However, such methods assume rich computational resources, which is not available on mobile devices. On the other hand, rigid-body solver is the mostly used physically-based technique [3], and only simple height field-based method is released for fluid simulation [4]. To overcome these problems, we proposes a modified incompressible fluid dynamics solver for the mobile device, and also we propose a technique for visualizing fluids on the mobile device.

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Development of Computational Science Simulation Management Program in Heterogeneous Computing Environments (이종 컴퓨팅 환경에서의 계산과학 시뮬레이션 관리 프로그램 개발)

  • Byun, Hee-Jung;Yu, Jung-Lok
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.9-17
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    • 2018
  • Heterogeneous high performance computing systems are gaining acceptance as the environments for computational scientific simulations of various application fields. Those computing systems, however, have been mostly used with the legacy consoles, resulting in the severe decrement of accessibility and usability of heterogeneous computing assets. To solve this problem, this paper presents the design and implementation of web-based computational science simulation management program. The proposed program provides fundamental primitives including user authentication, data management, physical/virtual computing resource management, job management, etc. that can be used to manage different kinds of simulations efficiently, and also offers highly extensible feature through a modular plug-in architecture. We also present the best practical examples of applications (e.g., scientific simulation education and bio-medical) to confirm our program's effectiveness.

An Efficient Method for Interactive Cloth Simulation (효율적인 대화형 천 시뮬레이션 기법)

  • Jeong Dae Hyun;Kim Ku Jin;Baek Nakhoon;Ryu Kwan Woo
    • The KIPS Transactions:PartA
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    • v.12A no.4 s.94
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    • pp.321-326
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    • 2005
  • We present an interactive cloth simulation method based on the mass-spring model, which is the most widely used one in the field of cloth animation. We focus especially on the case where relatively strong forces are applied on relatively small number of mass-points. Through distributing the forces on some specific points to the overall mass-points, our method simulates the cloth in pseudo-real time. Given a deformed cloth, we start from resolving the super-elasticity effect using Provot's dynamic inverse method [9]. In the next stage, we adjust the angles between neighboring mass-points, to finally remove the unexpected zigzags due to the previous super-elasticity resolving stage.

Development of Simulator for Rockfall and Landslide using Physical Engine (물리엔진을 사용한 낙석 및 산사태 시뮬레이터 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.60-67
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    • 2009
  • This paper describes a development of system that enables the user to simulate the rockfall and landslide from slopes using physical engine. Until now, it will not be able to accomplish the virtual experiment of three-dimensional interpretation about slope informations, stability evaluation, the rockfall and landslide simulation, etc., because of absence of three-dimensional simulation systems which relates with slopes. With like that reason, this paper developed a simulator which is identical or similar the rockfall and the landslide where the possibility which will occur or occurred from actuality is high very actual condition from virtual experiment. For a simulator development, this paper uses the physical engine which is mainly used from computer game and animation development etc., And it will be show the process where the rockfall and landslide occurs with simulator. This simulator which sees the process where the rockfall and the landslide occur from three-dimension computer graphics theory and the physical engine, is a system which is the possibility of showing actual feeling. Therefore, the result of this paper is applied in vehicle travelling guidance system and intelligence traffic systematic etc., because of creates visual service and three-dimensional application of the slope information database which is developed in existing, and will be able to forecast the upgrade of user benefit planning and a service.

Effects of the Complexity of 3D Modeling on the Acoustic Simulations and Auralized Sounds (3D 모델의 구체성이 건축음향 시뮬레이션 및 가청화시재에 미치는 영향)

  • Park, Chan-Jae;Haan, Chan-Hoon
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.1
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    • pp.22-32
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    • 2011
  • The present study examined the effects of the complexity of the 3D models on the results of acoustic simulation which is the predominant tool of the acoustical design of buildings. Also, the effects of the 3D model on the auralized sounds were investigated. In order to carry out the study, four 3D models with different levels of complexity were introduced for a real auditorium which have different numbers of surfaces in the persuit of the guidance of odeon room acoustic software. The set-up of models was also based on the level of transition order of the program. And the acoustic experiments were performed measuring room acoustic parameters including SPL, RT, C80, D50. Acoustic computer simulations were performed using four different models. Then, the results of the computer modeling were compared with the measured acoustical parameters. In addition, sound sources were recorded in the field and auralized sounds were made in convolution with the impulse source made from acoustic modeling. Then, subjective tests were undertaken using auralized sounds. As the results, it was found that the result of the acoustic simulation were closer to the real room acoustic properties when 3D model was more particularly made. For the subjective test, the listening materials were acknowledged as similar with the real sound source when more complex 3D model was used. Then, it could be concluded that the complexity of the 3D model affects the results of the acoustic modeling as well as subjective tests.

A Simulation Output Analysis Environment by utilizing Elastic Stack (Elastic Stack을 이용한 시뮬레이션 분석 환경 구성)

  • Hwang Bo, Seong Woo;Lee, Kang Sun;Kwon, Yong Jun
    • Journal of the Korea Society for Simulation
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    • v.27 no.3
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    • pp.65-73
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    • 2018
  • In this paper, we propose a simulation output analysis environment using Elastic Stack technology in order to reduce the complexity of the simulation analysis process. The proposed simulation output analysis environment automatically transfers simulation outputs to a centralized analysis server from a set of simulation execution resources, physically separated over a network, manages the collected simulation outputs in a fashion that further analysis tasks can be easily performed, and provides a connection to analysis and visualization services of Kibana in Elastic Stack. The proposed analysis environment provides scalability where a set of computation resources can be added on demand. We demonstrate how the proposed simulation output analysis environment can perform the simulation output analysis effectively with an example of spreading epidemic diseases, such as influenza and flu.

Verification of the PMCEPT Monte Carlo dose Calculation Code for Simulations in Medical Physics (의학물리 분야에 사용하기 위한 PMCEPT 몬테카를로 도즈계산용 코드 검증)

  • Kum, O-Yeon
    • Progress in Medical Physics
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    • v.19 no.1
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    • pp.21-34
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    • 2008
  • The parallel Monte Carlo electron and photon transport (PMCEPT) code [Kum and Lee, J. Korean Phys. Soc. 47, 716 (2006)] for calculating electron and photon beam doses has been developed based on the three dimensional geometry defined by computed tomography (CT) images and implemented on the Beowulf PC cluster. Understanding the limitations of Monte Carlo codes is useful in order to avoid systematic errors in simulations and to suggest further improvement of the codes. We evaluated the PMCEPT code by comparing its normalized depth doses for electron and photon beams with those of MCNP5, EGS4, DPM, and GEANT4 codes, and with measurements. The PMCEPT results agreed well with others in homogeneous and heterogeneous media within an error of $1{\sim}3%$ of the dose maximum. The computing time benchmark has also been performed for two cases, showing that the PMCEPT code was approximately twenty times faster than the MCNP5 for 20-MeV electron beams irradiated on the water phantom. For the 18-MV photon beams irradiated on the water phantom, the PMCEPT was three times faster than the GEANT4. Thus, the results suggest that the PMCEPT code is indeed appropriate for both fast and accurate simulations.

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