• Title/Summary/Keyword: 물리 시뮬레이션

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The Evaluation of Scattering Effects for Various Source Locations within a Phantom in Gamma Camera (감마카메라에서의 팬텀 내 선원 위치 변화에 따른 산란 영향 평가)

  • Yu, A-Ram;Lee, Young-Sub;Kim, Jin-Su;Kim, Kyeong-Min;Cheon, Gi-Jeong;Kim, Hee-Joung
    • Progress in Medical Physics
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    • v.20 no.4
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    • pp.216-224
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    • 2009
  • $^{131}I$ is a radiological isotope being used widely for treatment of cancer as emitting gamma-ray and it is also applied to estimate the function of thyroid for its accumulation in thyroid. However, $^{131}I$ is more difficult to quantitate comapred to $^{99m}Tc$, because $^{131}I$ has multiple energy gamma-ray emissions compared to $^{99m}Tc$ which is a mono energetic gamma-ray source. Especially, scattered ray and septal penetration resulted by high energy gamma ray have a bad influence upon nuclear medicine image. The purpose of this study was to estimate scatter components depending on the different source locations within a phantom using Monte Carlo simulation (GATE). The simulation results were validated by comparing with the results of real experiments. Dual-head gamma camera (ECAM, Chicago, Illinois Siemens) with high energy, general-purpose, and parallel hole collimators (hole radius: 0.17 cm, septal thickness: 0.2 cm, length: 5.08 cm) was used in this experiment. The NaI crystal is $44.5{\times}59.1\;cm$ in height and width and 0.95 cm in thickness. The diameter and height of PMMA phantom were 16 cm and 15 cm, respectively. The images were acquired at 5 different locations of $^{131}I$ point source within the phantom and the images of $^{99m}Tc$ were also acquired for comparison purpose with low energy source. The simulation results indicated that the scattering was influenced by the location of source within a phantom. The scattering effects showed the same tendency in both simulation and actual experiment, and the results showed that the simulation was very adequate for further studies. The results supported that the simulation techniques may be used to generalize the scattering effects as a function of a point source location within a phantom.

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Physically Inspired Fast Lightning Rendering (물리적 특성을 고려한 빠른 번개 렌더링)

  • Yun, Jeongsu;Yoon, Sung-Eui
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.53-61
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    • 2016
  • In this paper, we propose an algorithm for generating lightning paths, which are more realistic than those of random tree based algorithm and faster than a physically based simulation algorithm. Our approach utilizes physically based Dielectric Breakdown Method (DBM) and approximates the electric potential field dramatically to generate the lightning path. We also show a guide path method for the lightning to avoid obstacles in a complex scene. Finally, our method renders fast and realistic lightning by considering physical characteristics for the thickness and brightness of the lightning stream. Our result of the lightning path shares similarity to natural phenomenon by having about 1.56 fractal dimensions, and we can generate the lightning path faster than a previous physically based algorithm. On the other hand, our method is difficult to apply on the real-time games yet, but our approach can be improved by performing the path generation algorithm with GPU in future.

An Effective Physics Based Deformation Technique Using Augmented Reality Environments (증강현실 환경을 이용한 효율적인 물리기반 형상변형 기술)

  • Choi, Han-Kyun;Kim, Hyun-Soo;Park, Min-Ki;Lee, Kwan H.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.90-93
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    • 2009
  • The use of physics based deformation methods is continuously increasing in computer graphics area such as game and simulation. Many researchers have worked on this method. However, relatively few researchers have considered the development of the user interaction to the 3D objects. This research proposes a physics-based deformation technique using AR (Augmented Reality) environments to enhance user immersion and the effectiveness of the deformation. In the AR circumstances, the physics based deformation should be accomplished in realtime. In the proposed method, we combine RBF (Radial Basis Function) [1] and LSM (Lattice Shape Matching) [2, 3] and apply it to polygonal models for real-time user interaction. The dynamics of the LSM is also calculated to trace the movement of each lattice. Finally these algorithms are implemented in AR environments.

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A Study of a Physical Property Setting Method for Haptic Rendering of Deformable Volumetric Objects (가변형 볼륨 물체의 햅틱 렌더링을 위한 물리적 속성 결정 방법의 연구)

  • Kim, Jae-Oh;Kim, Sang-Youn
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1146-1159
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    • 2008
  • This paper proposes a method for determining material property of a haptic model which represents the haptic behavior of a target object. This paper also presents a haptic rendering framework. We adapt elastography to obtain the physical property of a target object. One of the key differences between the proposed framework and a traditional method is that the physical property of the target object can be easily set into a haptic model. For evaluating the proposed method, we construct a real-time palpation prototype simulator. In our work, a human liver is selected as a target object and the liver is represented by Shape-retaining Chain Linked Model(S-chain model) for satisfying the real-time performance. We conduct experiments whether a user easily distinguishes abnormal portions from normal portions. From the experimental results, we evaluate that the proposed method provides the discriminable force to users in real-time.

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A Performance Evaluation of CF-Poll Piggyback Algorithm for HCCA (HCCA의 CF-Poll 피기백 알고리즘의 성능평가)

  • Lee Hyun-Jin;Kim Jae-Hyun;Cho Sung-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.9B
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    • pp.785-791
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    • 2006
  • A CF-Poll frame which contains the channel reservation time can be piggybacked in QoS-Data frame to increase the channel efficiency in HCCA. However, if any QSTA in the network uses the low physical transmission rate, the QoS-Data frame which includes the CF-Poll frame must be transmitted by the minimum transmission rate. Therefore, it can cause the decrease of the channel efficiency and the increase of the frame transmission delay for other traffic streams when any QSTA has the low physical transmission rate. In this paper, we define this phenomenon as the piggyback problem at the low physical transmission rate and evaluate the effect of this problem. In the simulation results, when a CF-Poll piggyback is used, the delay is increased about 25% if any QSTA has the low physical transmission rate, while the delay is decreased about 7.8% if all QSTA has the high physical transmission rate. We also found that the gain of the CF-Poll piggyback mechanism is achieved when all QSTA has higher physical transmission rate than 24 or 36Mbps.

A Review on nuclear magnetic resonance logging: fundamental theory and measurements (자기공명검층: 기본 이론 및 자료 측정)

  • Jang, Jae Hwa;Nam, Myung Jin
    • Geophysics and Geophysical Exploration
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    • v.15 no.4
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    • pp.235-244
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    • 2012
  • Nuclear magnetic resonance (NMR) logging has been considered one of the most complicated nevertheless, one of the most powerful logging methods for the characterization on of both rocks and natural fluids in formation. NMR measures magnetized signals (polarization and relaxation) between the properties of hydrogen nucleus called magnetic moment and applied magnetic fields. The measured data set contains two important petrophysical properties such as density of hydrogen in the fluids inside the pore space and the distinct decay rate for fluid type. Therefore, after the proper data processing, key petrophysical information, not only the quantities and properties of fluids but also supplies of rock characterization in a porous medium, could be archived. Thus, based on this information, several ongoing researches are being developed in estimating aspects of reservoir productivity information, permeability and wettability since it is the key to having correct interpretation. This study goes through the basic theory of NMR at first, and then reviews NMR logging tools as well as their technical characteristics. This paper also briefly discusses the basic knowledge of NMR simulation algorithm by using Random walk.

Mobile Robot Based Down-Scaled Mineral Resources Exploration Test System (이동로봇을 이용한 자원탐사 축소모형 실험 시스템 구축 응용)

  • Yu, Son-Cheol;Jung, Hyun-Key;Yoon, Joong-Sun;Pyo, Ju-Hyun;Cho, Sung-Ho;Oh, Dong-Moon;Kang, Dong-Joung
    • Geophysics and Geophysical Exploration
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    • v.12 no.4
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    • pp.355-360
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    • 2009
  • This paper presents mobile robot based down-scale mineral resources exploration test system for the USN (Ubiquitous Sensor Network) based exploration. The system emulates the actual exploration environment. Underneath the metal free test plate, a metal object is attached. A magneto-meter mounted mobile robot runs around on the plate to find the metal. The measured magneto-meter values are transferred to the host PC via wireless network. The system enables to improve the reliability of simulation as well as to help efficient exploration system design. Metal-detecting experiments were carried out to illustrate the efficiency of the proposed system.

A Dynamics Model of Rotor Blades for Real-time Simulation of Helicopters (실시간 헬리콥터 시뮬레이션을 위한 회전 깃의 역학적 모델)

  • Park, Su-Wan;Ryu, Kwan-Woo;Kim, Eun-Ju;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.14A no.5
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    • pp.255-262
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    • 2007
  • Physically-based researches on simulating helicopter motions have been achieved in the field of aeronautics, aerodynamics and others. These results, however, have not been appled in the computer graphics area, mainly due to their complex equations and heavy computations. In this paper, we propose a dynamics model of helicopter rotor blades, which would be easy to implement, and suitable for real-time simulations of helicopters in the computer graphics area. Helicopters fly by the forces due to the collisions between air and rotor blades. These forces can be interpreted as the impulsive forces between the fluid and the rigid body. Based on these impulsive forces, we propose an approximated dynamics model of rotor blades, and it enables us to simulate the helicopter motions using existing rigid body simulation methods. We compute forces due to the movement of rotor blades according to the Newton's method, to achieve its real-time computations. Our prototype implementation shows real-time aerial navigation of helicopters, which are murk similar to the realistic motions.

Development and Assessment of Multi-sensory Effector System to Improve the Realistic of Virtual Underwater Simulation (가상 해저 시뮬레이션의 현실감 향상을 위한 다감각 효과 재현 시스템 개발 및 평가)

  • Kim, Cheol-Min;Youn, Jae-Hong;Kang, Im-Chul;Kim, Byung-Ki
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.104-112
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    • 2014
  • With recent development of virtual reality technology, coupled with the growth of the marine industry, virtual underwater simulation systems are under development in various studies, for educational purposes and to simulate virtual reality experiences. Current literature indicates many underwater simulation systems to date have focused on the quality of visual stimulus delivered through three-dimensional graphics user interface, limiting the reality of the experience. In order to improve the quality of the reality delivered by such virtual simulations, it is crucial to develop multi-sensory technology rather than focus on the conventional audio-visual interaction, which limits experiencer from the sense of underwater immersion and existence within the simulation. This work proposes the immersive multi-sensory effector system, delivering the users with a more realistic underwater experience. The sense of reality perceived was evaluated, as the main factor of the virtual reality system.

Interactive Simulation between Rigid body and Fluid using Simplified Fluid-Surface Model (간략화된 유체 표면모델을 이용한 강체와 유체의 상호작용 시뮬레이션)

  • Kim, Eun-Ju
    • Journal of Korea Multimedia Society
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    • v.12 no.2
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    • pp.323-328
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    • 2009
  • Natural Phenomena are simulated to make computer users feel verisimilitude and be immersed in games or virtual reality. The important factor in simulating fluid such as water or sea using 3D rendering technology in games or virtual reality is real-time interaction and reality. There are many difficulties in simulating fluid models because it is controlled by many equations of each specific situation and many parameter values. In addition, it needs a lot of time in processing physically-based simulation. In this paper, I suggest simplified fluid-surface model in order to represent interaction between rigid body and fluid, and it can make faster simulation by improved processing. Also, I show movement of fluid surface which is come from collision of rigid body caused by reaction of fluid in representing interaction between rigid body and fluid surface. This natural fluid-surface model suggested in this paper is represented realistically in real-time using fluid dynamics veri similarly. And the fluid-surface model will be applicable in games or animation by realizing it for PC environment to interact with this.

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