• Title/Summary/Keyword: CG Simulation

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A Study on the Evaluation of Preferences for Spatial Composition by Urban Design Guidelines of Detached Housing Areas Using CG Simulation (CG 시뮬레이션을 이용한 단독주택지 도시설계지침별 공간구성의 선호도 평가에 관한 연구)

  • Lee, Jin-Wook
    • Journal of the Korean housing association
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    • v.19 no.4
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    • pp.21-29
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    • 2008
  • The purpose of this study is to evaluate preferences for spatial composition by urban design guidelines of detached housing areas using CG simulation, with the aim of contributing to the improvement and management of residential townscapes. The list of urban design guidelines for detached housing areas was derived from an analysis of urban design guidelines and landscape regulations from the U.S.A, Japan, and Korea. These guidelines comprise building guidelines, landscape guidelines, street guidelines, and sign guidelines. Through the preferences revealed by CG simulation, an optimum presentation method for the urban design guidelines was determined. Based on the results of preferences, an appropriate management system and regulation standards were proposed. In conclusion, the efforts carried out on the study and legislation of a management system and regulation standards for the urban design guideline will accomplish the amenity of residential environments.

Previewer Design and Implementation for Grid/Particle based Fluid Simulation Data (격자/입자기반 유체 시뮬레이션 데이터를 위한 프리뷰어의 설계 및 구현)

  • Yang, Hyun-Rok;Kang, Kyung-Kyu;Kim, Dong-Ho;Oh, Kyoung-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.18-25
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    • 2010
  • Computer Graphics(CG) are very important in the movie industries. Recently, many domestic CG Companies participate in a movie creation. However, most companies only use commercial tools, and do not concentrate on developing techniques. This is why they use the commercial tools in spite of its lack of functions. In this paper, we explain the importance of developing technical tools to complement the shortage of commercial tools through the previewer for fluid simulation. We present how we design and implement the previewer to specialize it for fluid simulation. Finally, we estimate our previewer's performance and discuss with result.

DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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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.

Liquid Animation for CG Production (CG 제작을 위한 유체 애니메이션)

  • Cha Dukhyun;Kim Janghee;Min Jungki;Ihm Insung;Kang Byungkwon
    • 한국가시화정보학회:학술대회논문집
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    • 2003.11a
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    • pp.51-54
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    • 2003
  • Fluid is an effective element in computer animation. Recently, the techniques from CFD have been actively applied to CG production. In this paper, we describe our fluid animation system which implements a variety of established simulation and rendering methods. We also explain our new techniques such as chemical reaction and hardware-assisted fluid animation that are being developed to enhance the features of our software system.

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Design of logic process based 256-bit EEPROM IP for RFID Tag Chips and Its Measurements (RFID 태그 칩용 로직 공정 기반 256bit EEPROM IP 설계 및 측정)

  • Kim, Kwang-Il;Jin, Li-Yan;Jeon, Hwang-Gon;Kim, Ki-Jong;Lee, Jae-Hyung;Kim, Tae-Hoon;Ha, Pan-Bong;Kim, Young-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.8
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    • pp.1868-1876
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    • 2010
  • In this paper, we design a 256-bit EEPROM IP using only logic process-based devices. We propose EEPROM core circuits, a control gate (CG) and a tunnel gate (TG) driving circuit, to limit the voltages between the devices within 5.5V; and we propose DC-DC converters : VPP (=+4.75V), VNN (-4.75V), and VNNL (=VNN/3) generation circuit. In addition, we propose switching powers, CG_HV, CG_LV, TG_HV, TG_LV, VNNL_CG, VNNL_TG switching circuit, to be supplied for the CG and TG driving circuit. Simulation results under the typical simulation condition show that the power consumptions in the read, erase, and program mode are $12.86{\mu}W$, $22.52{\mu}W$, and $22.58{\mu}W$ respectively. Furthermore, the manufactured test chip operated normally and generated its target voltages of VPP, VNN, and VNNL as 4.69V, -4.74V, and -1.89V.

A Fundamental Study for Creating 3D CG Animation of an Assembly Work

  • Yamanaka, Hiroki;Matsumoto, Toshiyuki;Shinoda, Shinji;Niwa, Akira
    • Industrial Engineering and Management Systems
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    • v.11 no.2
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    • pp.188-195
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    • 2012
  • This paper presents a new mode of expressing a 3D assembly work for creating a 3D CG animation without judgment by human from minimal required information. In the field of manufacturing, there are favorable movements in the utilization of 3D CAD for 3D simulation to shorten lead time for product development and pre-production. But simulating an assembly work has troubles to need huge quantity of manually input data. This paper discusses what minimal necessary information for creating 3D CG animations of assembly works is, focusing on the features of assembly works. Furthermore, a new mode of expressing a 3D assembly work is proposed as "state/change transition diagrams" (SCTD), which express arbitrary scenes in an assembly work as "state" and describe a sequential assembly work with "state" and "change", and the outline of its stepwise generation algorithm is also described. SCTD can be converted to a 3D CG animation of an assembly work without judgment by human. This paper focuses on the creating 3D CG animation of assembly works which workers use only their both hands.

Free-wing Tilt-body Aircraft Controllerability Analysis for Change of Center of Gravity (무게중심 변화에 따른 자유날개 동체꺾임형 항공기의 조종성 해석)

  • Park, Wook-Je
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.19 no.4
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    • pp.1-5
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    • 2011
  • The free-wing tilt-body aircraft is researched in the flight performance characteristics for center of gravity (CG) change. All of speed, body tilt angle and center of gravity change are simulated to determine the flight envelope by a non-linear 3-DOF mathematical model. In flight, this aircraft configuration changes by the tiltable empennage. Then, flight dynamics distinguishes from those of a conventional fixed-wing aircraft. Though flight performance and trimmability are studied by CG change, the flight model of free-wing tilt-body aircraft is to reduce the hidden risk and to achieve the successful flight test. It is analyzed the flight characteristics by CG change that distinguishes free-wing tilt-body aircraft from the conventional aircraft.

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.

CUDA-based Parallel Bi-Conjugate Gradient Matrix Solver for BioFET Simulation (BioFET 시뮬레이션을 위한 CUDA 기반 병렬 Bi-CG 행렬 해법)

  • Park, Tae-Jung;Woo, Jun-Myung;Kim, Chang-Hun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.1
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    • pp.90-100
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    • 2011
  • We present a parallel bi-conjugate gradient (Bi-CG) matrix solver for large scale Bio-FET simulations based on recent graphics processing units (GPUs) which can realize a large-scale parallel processing with very low cost. The proposed method is focused on solving the Poisson equation in a parallel way, which requires massive computational resources in not only semiconductor simulation, but also other various fields including computational fluid dynamics and heat transfer simulations. As a result, our solver is around 30 times faster than those with traditional methods based on single core CPU systems in solving the Possion equation in a 3D FDM (Finite Difference Method) scheme. The proposed method is implemented and tested based on NVIDIA's CUDA (Compute Unified Device Architecture) environment which enables general purpose parallel processing in GPUs. Unlike other similar GPU-based approaches which apply usually 32-bit single-precision floating point arithmetics, we use 64-bit double-precision operations for better convergence. Applications on the CUDA platform are rather easy to implement but very hard to get optimized performances. In this regard, we also discuss the optimization strategy of the proposed method.