• Title/Summary/Keyword: 3D 유체시뮬레이션

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DEVELOPMENT OF 2ND GENERATION ICE ACCRETION ANALYSIS PROGRAM FOR HANDLING GENERAL 3-D GEOMETRIES (3차원 착빙 형상 예측을 위한 2세대 시뮬레이션 코드 개발)

  • Son, Chankyu;Oh, Sejong;Yee, Kwanjung
    • Journal of computational fluids engineering
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    • v.20 no.2
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    • pp.23-36
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    • 2015
  • The $2^{nd}$ generation ice accretion analysis program has been developed and validated for various icing conditions. The essential feature of the $2^{nd}$ generation code lies in its capability of handling general 3-D geometry and improved accuracy. The entire velocity fields are obtained based on Navier-Stokes equations in order to take the massively separated flow field into account. Unlike $1^{st}$ generation code, the droplet trajectories are calculated using Eulerian approach, which is adopted to yield appropriate collection efficiency even in the shadow region. For improved thermodynamic analysis on the surfaces, water film model and modified Messinger model are newly included in the present analysis. The ice shape for a given time step is obtained by considering the exact amount of ice accreted on the surface. Each module of the icing analysis code has been seamlessly integrated on the OpenFOAM platform. The developed code was validated against available experimental data for 2D airfoils and 3D DLR-F4. Due to the lack of experimental data, the computed results of DLR-F4 were compared with those obtained from FENSAP-ICE, which is state-of-the-art 3D icing analysis code. It was clearly shown that the present code produces comparable results to those of FENSAP-ICE, in terms of prediction accuracy and the capability of handling general 3-D geometries.

Denoising neural network to improve the foam effect via screen projection method (스크린 투영 방식의 거품 효과를 개선하기 위한 노이즈 제거 신경망)

  • Kim, Jong-Hyun;Kim, Donghui;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.663-666
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    • 2021
  • 본 논문에서는 바다와 같은 스케일이 큰 장면인 물 시뮬레이션에서 표현되는 거품 효과(Foam effects)를 노이즈 없이 디테일하게 표현할 수 있는 프레임워크를 소개한다. 거품이 생성될 위치와 거품 입자의 이류는 기존의 접근법인 스크린 투영 방법을 통해 계산한다. 이 과정에서 중요한 것이 투영맵이지만 이산화된 스크린 공간에 운동량을 투영하는 과정에서 노이즈가 발생한다. 본 논문에서는 노이즈 제거 신경망(Denoising neural network)을 활용하여 이 문제를 효율적으로 풀어낸다. 투영맵을 통해 거품이 생성될 영역이 선별되면 2D공간을 3D공간으로 역변환(Inverse transformation)하여 거품 입자를 생성한다. 결과적으로 깔끔한 거품 효과뿐만 아니라, 노이즈 제거 과정으로 인해 소실되는 거품 없이 안정적으로 거품 효과를 만들어냈다.

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Production of Realistic Explosion Effects through Four Types of Solutions (4가지 솔루션을 통한 사실적인 폭발효과 제작)

  • Kim, Dong Sik;Hwang, Min Sik;Lee, Hyun Seok;Kim, Yong Hee;Yun, Tae Soo
    • Smart Media Journal
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    • v.4 no.4
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    • pp.120-129
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    • 2015
  • Explosion effect on CG (Computer Graphic) a visual effect on which a higher degree of technological difficulty is required with a variety of effect elements such as Fire, Smoke, Flame, Dust, Debris, etc. integrated on it. As skills for CG software have been advanced, solutions loaded with functions of various fluid simulation have been developed. So more realistic special effects came to be available. However, in Korea, it depends just on CG program functions. Besides, enough R&D's concerned have not been followed up. Accordingly, this study is aimed at offering a production method that may effectively implement more realistic explosion effects under experimentations. To begin with, the study derives problems through a precedent study of the implementation of existing explosion effects. Then to solve them, experimental studies are performed depending on four solutions. There are accesses to the four solutions: first, Numerous Turbulent Flow, a method to allow an attribute of turbulent air in the stage of fluid simulation; second, Cache Retiming Solution produced in script; third, Multiple Volume Container based on cached data; and fourth, RGB Lighting Pipeline, a method to enhance the completion of the result from the stage of composition. Characteristics of effects applied in each stage and consecutive connections of them proved the effective implementation of more realistic explosion effects. This study may not only suppose the production method for efficient explosion effects differentiated from the previous ones but also be utilized as basic data for relevant researches.

The Present Status of Development of Inductively Coupled Plasma Simulator based on Fluid Model (유체 모델을 기반으로 하는 유도 결합 플라즈마 시뮬레이터 개발 현황)

  • Kwon, D.C.;Yoon, N.S.
    • Journal of the Korean Vacuum Society
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    • v.18 no.3
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    • pp.151-163
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    • 2009
  • The domestic development status of Inductively Coupled Plasma (ICP) simulator which is based on fluid model is explained. As each part which composes the unified simulator, electron heating module, charged and neutral particle transport module, surface reaction module including a sheath model, and GUI (Graphic User Interface) with pre- and post-processors are described in order. Also, we present data base status of chemical reaction and physical collision, which has been applied to the recently developed simulator until now. Lastly, some future plans of development are suggested.

Simulation of Hydrogen Gas Leak in Petrochemical Process using Computational Fluid Dynamics (CFD) (전산유체역학을 이용한 화학공정 수소가스 누출 사고 시뮬레이션)

  • Song, Inho;Han, Sangil;Hwang, Kyu-Suk
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.4
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    • pp.1080-1087
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    • 2019
  • For a risk analysis in a chemical process, it is important to reflect correctly the characteristic properties of the target process. In this study, computational fluid dynamics (CFD) was adopted for the advanced risk analysis in a residual hydro desulfurization (RHDS) process by considering operation condition, layout of instruments and facilities, atmospheric condition, and wind direction. Release and explosion simulations for the RHDS by using FEA (Finite Element Analysis) and CFD showed the applicability of 3D scanning methods for estimation of release hole size and release amount.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

Numerical Study on Hydraulic Fluid Flows Within Axial Piston Pumps (액셜 피스톤 펌프내 유압유 유동에 대한 수치해석적 연구)

  • Jeong, Jong-Hyun;Kim, Jong-Ki;Suh, Yong Kweon
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.34 no.2
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    • pp.129-136
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    • 2010
  • Axial piston pumps have been widely used as power sources for hydraulic systems, but studies on the fluid flow within the pump have been usually performed using 1-D analysis because of the difficulties in considering the fluid compressibility, high-speed revolution, variation of the flow rate, and complicated geometry. The goal of this study was to understand the hydraulic fluid flow within axial piston pumps by using the 3-D numerical method and the process of generating discharge pressure ripples. To improve the convergence and robustness of the simulation model, a grid system was constructed with hexahedron-type grids around the valve plate. Furthermore, we employed an empirical formula to describe the relationship between the oil density and pressure. The CFD (computational fluid dynamics) results compared well with the experimental data.

A Study on Atmospheric Environment Visualization by Integrating 3D City Model and CFD Model (3D City모델과 CFD 모델을 통합한 대기환경 시각화 연구)

  • An, Seung-Man;Lee, Ho-Yeong;Sung, Hyo-Hyun;Choi, Yeong-Jin;Woo, Jung-Hun
    • Journal of Korean Society for Geospatial Information Science
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    • v.19 no.4
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    • pp.13-21
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    • 2011
  • The purpose of this study is enhancing CFD model by applying detailed and accurate CFD input data produced from 3D City model and integrating CFD model with 3D city model with OpenGL, 3D city aerodynamic simulation, and visualization tool. CFD_NIMR_SNU model developed by NIMR and SNU and 3D City model produced by NGII were used as input data. Wind flow and pollution diffusion simulator and viewer were developed in this study. Atmospheric environment simulation and visualization tool will save time and cost for urban climate planning and management by enhancing visual communication.

Motion of Stone Skipping Simulation by Physically-based Analysis (물리기반 해석을 통한 물수제비 운동 시뮬레이션)

  • Do, Joo-Young;Ra, Eun-Chul;Kim, Eun-Ju;Ryu, Kwan-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.3
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    • pp.147-156
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    • 2006
  • Physically-based simulation modeling is to simulate the real world by using physical laws such as Newton's second law of motion, while other modelings use only geometric Properties. In this paper, we present a real time simulation of stone skipping by using the physically-based modeling. We also describe interaction of a stone on the surface of water, and focus on calculating the path of the stone and the natural phenomena of water The path is decided by velocity of the stone and drag force from the water The motion is recalculated until the stone is immersing into the water surface. Our simulation provides a natural motion of stone skippings in real time. And the motion of stone skippings are generated by give interactive displays on the PC platforms. The techniques presented can easily be extended to simulate other interactive dynamics systems.

A Study on the Course Keeping Ability under Wave Condition Considering Ship's Maneuverability (조종성능을 고려한 파랑 중 선박의 직진성능에 관한 연구)

  • Kang, Dong-Hoon;Lee, Soon-Sup;Lee, Seung-Jae
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.19 no.2
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    • pp.193-199
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    • 2013
  • Course keeping ability of ships under wave are analyzed with wave. The simulation with three degrees of freedom is developed and 3-D source distribution method is applied to get wave force for the simulation. The simulation is conducted with the restriction of maximum rudder angle and time delay of control and regular wave and irregular wave are considered as the source of external forces. Simulations with ships which have different maneuverability with tuned hydrodynamic coefficients are developed to assess the variation of the course keeping ability depending on the ship's maneuvering characteristics. The course Keeping ability is evaluated by comparison of distance while the ships are simulated with autopilot control.