• Title/Summary/Keyword: 컬링

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Adaptive Culling Mechanism for Weather Phenomena Effect in Flight Simulator (항공시뮬레이터에서 기상 효과를 위한 적응적 컬링기법)

  • Cha, YoungJun;Kim, JongBum;Kim, Ki-Il
    • IEMEK Journal of Embedded Systems and Applications
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    • v.9 no.2
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    • pp.61-66
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    • 2014
  • Temporal disappearance of weather phenomena effect is frequently observed in flight simulator when large volume of terrain data are processed. This problem was solved by employing culling scheme at static ratio in the existing scheme. However, since this approach causes the irregular rendering speed according to volume of data, it is necessary to develop a new culling scheme to maintain steady rendering speed by adjusting the culling ratio dynamically. In this paper, we propose a new culling scheme to make use of distance of the visibility to determine culling ratio depending on volume of terrain data. The experimental results show that rendering speed is preserved by the proposed scheme without affecting the visuality at rendering the scene and weather phenomena effect together.

Vision-Based Detection System for Tunnel Incidents (컴퓨터 비전을 이용한 터널 유고감지 시스템)

  • Jeong, Sung-Hwan;Ju, Young-Ho;Lee, Hee-Sin;Lee, Jong-Tae;Lee, Joonwhoan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.425-428
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    • 2012
  • 본 논문에서는 터널 내 유고 상황을 실시간으로 빠르게 감지하여 터널 관리자에게 상황을 전달하여 터널의 안전한 운영에 도움을 줄 수 있는 컴퓨터 비전을 이용한 터널 유고감지 시스템을 제안하였다. 제안한 시스템은 관리자, 서버, 영상 검지기로 구성되며 영상 검지기의 경우 객체를 추출하기 위하여 배경차이법을 사용하였으며, 터널 내에서 발생하는 조명의 변화, 입 출입구의 조명의 영향, 카메라의 프리컬링 잡음의 영향을 최소화하였으며, 터널 내에서 발생할 수 있는 정지물체, 차량 외 통행, 연기, 역주행, 정체 지체의 유고 상황을 감지하는 방법을 개발하였다. 제안한 시스템을 전남 여수의 마래터널 및 엑스포터널, 전북 임실의 운암터널에서 실험한 결과 터널 내에서 발생하는 유고 상황을 감지하였다.

Deformation and Stress Distribution of Discontinuous Precast Concrete Track Slab : I. Initial and Temperature Deformation (불연속 프리캐스트 콘크리트궤도 슬래브의 변형과 응력 분포 : I. 초기 및 온도 변형)

  • Lee, Dong Hoon;Kim, Ki Hyun;Jang, Seung Yup;Zi, Goangseup
    • Journal of the Korean Society for Railway
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    • v.20 no.5
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    • pp.625-636
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    • 2017
  • This study looked into the behavior of precast concrete track due to temperature variation and initial track deformation and examined the effect of initial deformation and deformation caused by temperature gradient on the stress distribution of slab under train load. In this paper, one of two papers in a series, a finite element analysis model for calculating deformation and stress of precast concrete track was proposed; the temperature distribution and displacements measured at the precast concrete track in the field were compared with the analytical results. The results show that the slab always curled up due to initial deformation; by comparing the measured displacements with the displacements calculated by taking measured temperatures at each depth as input, the effective built-in temperature (EBITD), the temperature difference between the top and bottom of the slab corresponding to the initial deformation, can be estimated. If EBITD is relevantly assumed, the calculated displacements correlate well with the measured ones.

Effects of Palm Angles in Sculling on the Variation of Underwater Weighting (스컬링 수행 시 손바닥 각도에 따른 수중에서의 체중 변화)

  • Lee, Hyo-Taek;Kim, Yong-Jae
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.2
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    • pp.405-409
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    • 2013
  • In this study, the researcher tried to analyse the effects of various palm angles in sculling on the variation of underwater weighting. An experiment was conducted on the study subjects of 14 males with life guard licences issued by the Korean Red Cross, living in B district with their spontaneous consent after explaining the purpose and method of this study sufficiently. The effects of various angles in sculling on underwater weighting is as follows; The underwater weighting in sculling gradually decreased with the increasing angle of the palm from $0^{\circ}$ to $45^{\circ}$ during sculling(p<.001). Overall, it is concluded that the optimal efficiency of sculling can be achieved at the angles $30^{\circ}$ and $45^{\circ}$. But, it is a little limited that we generalize the result drawn from variation of underwater weighting depending on the angles as an actual lift and drag value, which warrants further studies on the measuring of overall swimming movement of rotary kick of our lower body as well as sculling, along with various subjects.

LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object (LOD(Level-of-detail)이용한 3D객체의 동적 계층의 충돌 검사 성능 향상)

  • Lee, Chun-Ho;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.963-968
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    • 2007
  • In this paper introduce Standard 3D object(Bounding-Volume). In 3D game very efficient control algorithm Using collision detection which controls the convenient of a game based on Standard 3D object specially collision-detection. This algorithm is designed LOD(Level-of-Detail) using Dynamic-Hierarchies of collision detection efficiency improvement in 3D object.

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A Collision Detection and Octree Partitioning Method using CLOD (CLOD 를 활용한 충돌검출과 옥트리 분할 기법)

  • Lee, Sookng-Ug;Park, Kyung-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.615-618
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    • 2001
  • 본 논문은 기존의 3D 게임 엔진에 실시간으로 상호 작용이 가능하고 3D MMORPG(Massive Multi-play Online Role flaying Game) 게임에 적합한 가상 공간을 표현하기 위한 필요한 기술을 분석하고 이를 활용하려 한다. 기존의 머드 게임에 3 차원 기술을 적용하고, 3 차원 물체를 모델링 하는데 있어서 메쉬나 버텍스, 혹은 폴리곤으로 사실적인 지형 처리와 렌드링 속도 향상을 위하여 3 차원 개체의 폴리곤을 동적으로 생성시키고 가시성 판단이나 충돌 검출을 위한 방법으로 Height field 처리 기법과 거리에 변화에 따라 다르게 모델링 된 데이터를 선택적으로 사용하는 CLOD(Continuous Level of Detail) 처리 기법과 입체 컬링 방법으로 옥트리를 이용하여 가상공간을 분해하기 위한 자료 구조로 사용한다. 거리의 변화에 따라 지형을 표현하는 vertex 들을 병합 또는 삭제함으로써 그 표현의 정도를 동적으로 달리 할 수 있는 CLOD 를 이용하여 카메라의 위치와 방향에 따라 적절한 폴리곤을 생성해 낼 수 있다. 본 논문은 기존의 3 차원 공간을 표현하기 위하여 사용되고 있는 옥트리 구조를 이용하여 공간을 분할하고, 이를 세부 수준으로 나누어 처리하기 위한 LOD(Level of Detail)와 CLOD 개념을 이용하여 외부지형을 폴리곤으로 표현하는 방법에 대한 처리 기법과 가시성 판단이나 충돌 검출을 위한 방법을 제시하려 한다.

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Development of natural transition synthesis and control UI technology of AR and VR for efficient XR production (효율적인 XR제작을 위한 AR과 VR의 자연스러운 전환 합성 및 제어 UI 기술 개발)

  • Yang, Ki-Sun;Joe, Ho-Ryong;Kwon, Tae-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.150-153
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    • 2022
  • 최근 XR은 LED스크린의 VR과 그 LED 스크린의 외부영역을 AR 그래픽으로 덮는 방법으로 LED에서 표현되는 VR영상과 확장된 AR의 효과로 LED VR의 확장의 개념으로 가상환경 제작으로서 많이 시도 되고 있다. 그러나, 여전히 LED 스크린의 VR에서 어떤 가상의 객체가 AR로 튀어 나올 때 타이밍을 맞추어 전환해야 할 경우 부자연스럽거나 동기가 맞지 않아 합성결과가 어긋나 품질이 떨어지며, 여러 객체를 동시에 수동으로 전환시켜야 할 때 객체의 제어에 어려움이 많을 수 있다. 본 논문에서는 그래픽 오브젝트가 VR과 AR의 경계를 오갈 때 자동으로 자연스럽게 전환/합성 가능하도록 하는 'Culling 박스'와 또, 여러 렌더링 머신에서 같은 오브젝트 제어를 동시에 제어 가능한 'TCP/IP 기반의 원격제어 UI'를 설명한다. 컬링박스는 전환해야 할 객체가 많은 복잡한 장면에서 모든 오브젝트가 일정 경계에서 자동으로 전환되며, 원격제어 UI의 타임라인 에디터와 이벤트 제어메뉴 UI를 통하여, 각각의 다른 머신의 시퀀스 및 오브젝트들을 제어 가능하여 효율적인 XR제작이 가능함을 확인 하였다.

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Enhancement Techniques for GPU-Based Rendering of Participating Media (GPU 기반 반투과 매체 렌더링의 향상 기법)

  • Cha, Deuk-Hyun;Yi, Yong-Il;Ihm, In-Sung
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.12
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    • pp.1165-1176
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    • 2010
  • In order to realistically visualize such participating media as cloud, smoke, and gas, the light transport process must be physically simulated inside the media. While it is known that this process is well described physically through the volume rendering equation, it usually takes a great deal of computation time for obtaining high-precision solutions. Recently, GPU-based, fast rendering methods have been proposed for the realistic simulation of participating media, however, there still remain several problems to be resolved. In this article, we describe our rendering techniques applied to enhance the performances and features of our GPU-assisted participating media renderer, and analyze how such efforts have actually improved the renderer. The presented techniques will be effectively used in volume renderers for creating various digital contents in the special effects industries.

A Study on the Object Search in 3D FPS Games Using Avoidance Rule and MFC (회피규칙과 MFC를 이용한 3D FPS 게임의 오브젝트 탐색 연구)

  • Choi, Won-Tae;Choi, Sung-Ho;Kim, Hae-Yong;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.101-104
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    • 2007
  • The MFC makes the region in the player object center and it judges a relation the object. But it searches the objects which are not relation to game. Consequently, it decreases the speed of game and it recognizes a dangerous characteristic. In this paper, in order to complement a weak point, it applied the avoidance rule of the flocking in npc object. Consequently, the npc object has the concept of range of vision and proposed the method which is possibility of closing the speed decrease of game. This time 2 condition which is proposed must be satisfactory. The method that proposed will play an important role in development of a 3D FPS games.

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Design Methodology of Gap Slab for Post-Tensioned Prestressed Concrete Pavement (포스트텐션 콘크리트 포장의 Gap Slab 설계 방안)

  • Park, Hee-Beom;Kim, Seong-Min;Shim, Jae-Soo
    • International Journal of Highway Engineering
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    • v.12 no.2
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    • pp.137-146
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    • 2010
  • This study was conducted to develop the design methodology of gap slabs for the post-tensioned concrete pavement (PTCP). The gap slabs were considered as unbonded, half bonded, and bonded types. According to the types of the gap slabs, the curling stresses were investigated first under the environmental loads. The stresses due to the vehicle loads were analyzed considering both the single and tandem axles. The method to calculate the prestressing amount was suggested by comparing the combined stresses due to both loads and the allowable tensile stress of concrete. The prestressing amount for the unbonded type gap slab could be designed by considering only the gap slab; however, for the half bonded and bonded gap slabs, the whole PTCP slab should be analyzed to properly design the prestressing amount.