• 제목/요약/키워드: Compute simulation

검색결과 472건 처리시간 0.019초

Kubelka-Munk모델을 이용한 이미지 기반 메이크업 색상 분석 및 도포 영상 합성 (An Image-based Color Appearance Analysis of Makeup and Image Synthesis based on Kubelka-Munk Model)

  • 김명준
    • 한국멀티미디어학회논문지
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    • 제18권3호
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    • pp.349-358
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    • 2015
  • Simulating color appearance of makeup effect is an important issue in computer graphics as well as cosmetic industry. Most of previous works on makeup simulation are simple color blending to mimic the cosmetic effects. Some of previous works employed Kubelka-Munk model to accurately simulate the layering effect of cosmetics. However, the simulation limited on single point, and the rest of area are still computed by simple color blending utilizing the color of the single point simulation. This paper presents an image-based method to compute the color appearance effect of makeup application using per-pixel Kubelka-Munk model. Unlike the previous methods, it is possible to compute per-pixel application thickness as well as optical property of cosmetics. The computed thickness pattern can be used in makeup simulation for a more realistic makeup simulation.

OpenGL과 Unity간의 GPU를 이용한 Particle Simulation의 성능 비교 (Performance Comparison of Particle Simulation Using GPU Between OpenGL and Unity)

  • 김민상;성낙준;최유주;홍민
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제6권10호
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    • pp.479-486
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    • 2017
  • 최근 GPGPU를 이용하여 저하된 컴퓨터 성능 향상폭을 높일 수 있게 되었고, 이로 인하여 높은 연산을 요구로 하는 물리 기반의 실시간 시뮬레이션을 PC에서 구동할 수 있게 되었다. 물리 시뮬레이션에서 적용되는 물리 계산은 병렬 처리로 수행되어질 수 있으며, 최근 OpenGL 4.3 및 Unity4.0에서 지원되는 Compute shader를 통한 병렬 연산을 이용하면 효율적으로 구동할 수 있다. 본 논문에서는 다양한 플랫폼을 지원하는 디지털 콘텐츠 제작 툴인 Unity와 다양한 플랫폼에서 구동되어지는 OpenGL에서의 실시간 물리 시뮬레이션에서의 성능을 측정 및 비교한다. 본 논문에서 particle 시뮬레이션의 실험 결과 Unity를 이용한 particle 시뮬레이션이 OpenGL을 이용한 particle 시뮬레이션에 비해 최대 136.04% 빠른 성능을 보인다. 이를 통하여 추후 멀티 플랫폼을 지원하는 디지털 콘텐츠를 제작함에 있어 더 나은 개발 도구를 선정할 수 있을 것으로 기대된다.

Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권8호
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    • pp.4120-4132
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    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.

확률적 네트워크의 신뢰도 평가를 위한 분산 감소기법의 응용 (An Application of Variance Reduction Technique for Stochastic Network Reliability Evaluation)

  • 하경재;김원경
    • 한국시뮬레이션학회논문지
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    • 제10권2호
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    • pp.61-74
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    • 2001
  • The reliability evaluation of the large scale network becomes very complicate according to the growing size of network. Moreover if the reliability is not constant but follows probability distribution function, it is almost impossible to compute them in theory. This paper studies the network evaluation methods in order to overcome such difficulties. For this an efficient path set algorithm which seeks the path set connecting the start and terminal nodes efficiently is developed. Also, various variance reduction techniques are applied to compute the system reliability to enhance the simulation performance. As a numerical example, a large scale network is given. The comparisons of the path set algorithm and the variance reduction techniques are discussed.

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신호등이 있는 가로망에서의 신호 연동화보정계수 산정모형 (A Model for the Estimation of Progression Adjustment: Factors on a Signal-Controlled Street Network)

  • 김원창;오영태;이승환
    • 대한교통학회지
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    • 제10권2호
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    • pp.25-42
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    • 1992
  • The purpose of this paper is to construct a model to compute a progression adjustment factor on a signalized network. In a way to construct the model, a simulation method is introduced and the TRAF-NETSIM is used as a tool of simulation. The structure of the network chooses an urban arterial network so as to measure the effect of progression and compute average stopped delay on each link. A regression model is constructed by using the results of the simulation. The stepwise variable selection in the regression model in used. The findings of this paper are as follows: i)The secondary queue and platoon ratio are sensitive to the values of the progression adjustment factor ii) The continuous model can practically reflect on various situations in the real world. The platoon adjustment factor can be computed by this model and the data required for this model can be easily obtained in the field.

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GPU-Optimized BVH and R-Triangle Methods for Rapid Self-Intersection Handling in Fabrics

  • Jong-Hyun Kim
    • 한국컴퓨터정보학회논문지
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    • 제29권8호
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    • pp.59-65
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    • 2024
  • 본 논문에서는 삼각형 메쉬 기반 옷감 시뮬레이션에서 계산이 큰 자기충돌(Self-collision) 처리를 GPU 기반으로 가속화하는 방법을 소개한다. CUDA(Compute Unified Device Architecture) 기반 병렬 최적화를 위해, 본 논문에서는 1) GPU에서 BVH(Bounding Volume Hierarchy) 트리를 효율적으로 구축, 업데이트 및 순회하는 방법을 제안하고, 2) 삼각형 메쉬 기반에서는 R-Triangle(Representative-Triangle) 기법을 GPU에서 최적화하여 프리미티브 충돌 검사를 최소화한다. 결과적으로, 제안된 방법은 GPU 환경에서 옷감 시뮬레이션의 자기충돌과 객체 충돌을 CPU기반 알고리즘에 비해 빠르고 효율적으로 처리할 수 있으며, 다양한 장면에서 실험한 결과 5배~10배정도 빠른 시뮬레이션 결과를 얻을 수 있다. 본 논문에서 제안하는 방법은 BVH를 GPU에서 최적화했기 때문에 BVH를 기반으로 활용하는 다양한 알고리즘과 분야에 쉽게 통합이 가능하다.

A simulation/analytic approach for queueing network analysis

  • Yoon, Bok-Sik
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2001년도 The Seoul International Simulation Conference
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    • pp.359-364
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    • 2001
  • In this study, we try to improve the accuracy of QN-GPH by the help of simulation approach. We first establish an estimation method for GPH distributions with sufficient accuracy based on empirical distribution, and then perform a brief trial run to find appropriate empirical distributions. After getting GPH form of distributions, we continue the QN-GPH analytic steps and compute necessary performance measures. We apply the method to find sojourn time distributions in a 8-node queueing system and compare the results with the whole simulation and the original two-parametric approximation.

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전자파 영향 평가를 통한 최적의 전파 기지국 위치 결정 방법 (Optimal Wave Source Position Determination Based on Wave Propagation Simulation)

  • 박성헌;박지헌
    • 경영과학
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    • 제18권1호
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    • pp.41-54
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    • 2001
  • In this paper, we proposed a method to determine optimal wave source for mobile telephone communication. The approach is based on wave propagation simulation. Given a wave source we can determine wave propagation effects on every surfaces of wave simulation environment. The effect is evaluated as a cost function while the source’s position x, y, z work as variables for a parameter optimization. Wave propagated 3 dimensional space generates reflected waves whenever it hits boundary surface, it receives multiple waves which are reflected from various boundary surfacers in space. Three algorithms being implemented in this paper are based on a raytracing theory. If we get 3 dimensional geometry input as well as wave sources, we can compute wave propagation effects all over the boundary surfaces. In this paper, we present a new approach to compute wave propagation. First approach is tracing wave from a source. Source is modeled as a sphere casting vectors into various directions. This approach has limit in computing necessary wave propagation effects on all terrain surfaces. The second approach proposed is tracing wave backwards : tracing from a wave receiver to a wave source. For this approach we need to allocate a wave receiver on every terrain surfaces modeled, which requires enormous amount of computing time. But the second approach is useful for indoor wave propagation simulation. The last approach proposed in this paper is tracing sound by geometric computation. We allow direct, 1-relfe tion, and 2-reflection propagation. This approach allow us to save in computation time while achieving reasonable results. but due to the reflection limitaion, this approach works best in outdoor environment.

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A Design of the Thickness Gauge Using the Compton Gamma-ray Backscattering

  • B.S. Moon;Kim, Y.K.;Kim, J.Y.;Kim, J.T.;C.E. Chung;S.B. Hong
    • Nuclear Engineering and Technology
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    • 제32권5호
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    • pp.457-464
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    • 2000
  • In this paper, we describe the results of various calculations performed for a design of the thickness gauges that use the gamma-ray backscattering method. The radiation source is assumed to be the $_{24}$1Am(60keV gamma-ray) and the detector is a single crystal scintillator in a cylindrical form. The source is located at the center of the detector with the collimator of a cylindrical shape. First, when gamma-rays are incident on a material with a constant angle, we compute the variations of the spectrum for the photons scattered into different angular intervals. Next, we compute for an optimal size for the collimator cylinder for a fixed detector size and an optimal distance from the detector to the material. Finally, we compute the number of observed photons for different thickness of two different materials, a plastic film and an Al foil.

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Determination of Multilayer Earth Model Using Genetic Algorithm

  • Kang, Min-Jae;Boo, Chang-Jin;Kim, Ho-Chan
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제7권3호
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    • pp.171-175
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    • 2007
  • In this paper a methodology has been proposed to compute the parameters of the multilayer earth model using a genetic algorithm(GA). The results provided by the GA constitute the indispensable data that can be used in circuital or field simulations of grounding systems. This methodology allows to proceed toward a very efficient simulation of the grounding system and an accurate calculation of potential on the ground's surface. The sets of soil resistivity used for GA are measured in Jeju area.