• Title/Summary/Keyword: Physically Based Simulation

Search Result 139, Processing Time 0.031 seconds

Key-Frame Based Real-Time Fluid Simulations (키-프레임 기반 실시간 유체 시뮬레이션)

  • Ryu, Ji-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.11
    • /
    • pp.1515-1528
    • /
    • 2006
  • Systems for physically based fluid animation have developed rapidly in the visual special effects industry and can make very high quality images. However, in the real-time application fields such as computer game, the simulation speed is more critical issue than image quality. This paper presents a real-time method for animating fluid using programmable graphics pipeline. We show that once two key-frames are given, the technique can interactively generate a sequence of images changing from the source key-frame to the target.

  • PDF

Comparisons between the Vector and Tensor Approaches for the 3-Dimensional Director Simulation of Liquid Crystal Displays

  • Jung, Sung-Min;Park, Woo-Sang
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2002.08a
    • /
    • pp.427-429
    • /
    • 2002
  • In this paper, we investigated dynamic behaviors of liquid crystal director profiles by simulating two different modeling equations based on vectorial and tensorial approaches. By performing 3-dimensional simulation for a unit pixel, we found that the simulation results from the each of modeling equations lead to different motional behaviors of liquid crystal directors around the disclination line. This is due to the fact that the vectorial approach has a physically meaningless sign of liquid crystal director ${\overline{n}}$. Consequently, it is clarified that the tensorial approach gives more realistic behaviors for the rotation of the directors around the disclination line when the voltages were removed since it maintains nematic symmetry that gives an equivalence of ${\overline{n}}$ and its opposite - ${\overline{n}}$.

  • PDF

Enhanced Second-order Implicit Constraint Enforcement for Dynamic Simulations

  • Hong, Min;Welch, Samuel W.J.;Jung, Sun-Hwa;Choi, Min-Hyung;Park, Doo-Soon
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.2 no.1
    • /
    • pp.51-62
    • /
    • 2008
  • This paper proposes a second-order implicit constraint enforcement method which yields enhanced controllability compared to a first-order implicit constraints enforcement method. Although the proposed method requires solving a linear system twice, it yields superior accuracy from the constraints error perspective and guarantees the precise and natural movement of objects, in contrast to the first-order method. Thus, the proposed method is the most suitable for exact prediction simulations. This paper describes the numerical formulation of second-order implicit constraints enforcement. To prove its superiority, the proposed method is compared with the firstorder method using a simple two-link simulation. In this paper, there is a reasonable discussion about the comparison of constraints error and the analysis of dynamic behavior using kinetic energy and potential energy.

Novel Sound Energy and Reversal Mapping for Procedural Sound Synthesis in Cloth Simulation (옷감 시뮬레이션의 절차적 사운드 합성을 위한 새로운 사운드의 에너지와 반전 매핑)

  • Kim, Dong-Hui;Moon, Seong-Hyeok;Shin, Young-Chan;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.587-590
    • /
    • 2022
  • 본 논문에서는 물리기반 옷감 시뮬레이션에 적합한 소리를 효율적으로 생성하기 위한 데이터 기반 합성 기법을 제안한다. 시뮬레이션에서 소리를 표현하는 방법은 크게 생성과 합성이 있지만, 합성은 실시간 애플리케이션에서 활용이 가능하기 때문에 인터랙티브한 환경에서 자주 활용되고 있다. 하지만, 데이터에 의존하기 때문에 원하는 장면에 부합하는 사운드를 합성하기는 어려우며, 기존 방법은 한 방향으로만 사운드 데이터를 검색하기 때문에 불연속으로 인한 끊김 현상이 발생한다. 본 논문에서는 양방향 사운드 합성 기법을 제시하며, 이를 통해 불연속적으로 합성되는 사운드 결과를 효율적으로 개선될 수 있음을 보여준다.

  • PDF

Interactive Fluid Simulation Method for Mobile Device (모바일 기기를 위한 실시간 유체 시뮬레이션 엔진)

  • Kim, Do-Yub;Song, Oh-Young;Ko, Hyeong-Seok
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.463-468
    • /
    • 2009
  • This paper proposes a method for extending simulating fluid on mobile device, which was only possible on desktop PC. Fluid simulation is done by solving Navier-Stokes equation numerically, and previous research were mainly focused on numerical stability [1], and realism [2]. However, such methods assume rich computational resources, which is not available on mobile devices. On the other hand, rigid-body solver is the mostly used physically-based technique [3], and only simple height field-based method is released for fluid simulation [4]. To overcome these problems, we proposes a modified incompressible fluid dynamics solver for the mobile device, and also we propose a technique for visualizing fluids on the mobile device.

  • PDF

An Efficient Method for Interactive Cloth Simulation (효율적인 대화형 천 시뮬레이션 기법)

  • Jeong Dae Hyun;Kim Ku Jin;Baek Nakhoon;Ryu Kwan Woo
    • The KIPS Transactions:PartA
    • /
    • v.12A no.4 s.94
    • /
    • pp.321-326
    • /
    • 2005
  • We present an interactive cloth simulation method based on the mass-spring model, which is the most widely used one in the field of cloth animation. We focus especially on the case where relatively strong forces are applied on relatively small number of mass-points. Through distributing the forces on some specific points to the overall mass-points, our method simulates the cloth in pseudo-real time. Given a deformed cloth, we start from resolving the super-elasticity effect using Provot's dynamic inverse method [9]. In the next stage, we adjust the angles between neighboring mass-points, to finally remove the unexpected zigzags due to the previous super-elasticity resolving stage.

Simulation and analysis of urban inundation using the integrated 1D-2D urban flood model (1D-2D 통합 도시 침수 해석 모형을 이용한 침수 원인 분석에 관한 연구)

  • Lee, Seungsoo;Noh, Seong Jin;Jang, Cheolhee;Rhee, Dong Sop
    • Journal of Korea Water Resources Association
    • /
    • v.50 no.4
    • /
    • pp.263-275
    • /
    • 2017
  • Integrated numerical approaches with physically-based conceptualization are required for accurate urban inundation simulation. In this study, we described, applied and analyzed an integrated 1-dimensional (1D) sewerage system and 2-dimensional (2D) surface flow model, which was suggested by Lee et al. (2015). This model was developed based on dual-drainage concept, and uses storm drains as an discharge exchange spot rather than manholes so that interaction phenomena between surface flow and sewer pipe flow are physically reproduced. In addition, the building block concept which prevents inflows from outside structures is applied in order to consider building effects. The capability of the model is demonstrated via reproducing the past flooding event at the Sadang-cheon River catchment, Seoul, South Korea. The results show the plausible causes of the inundation could be analysed in detail by integrated 1D-2D modeling.

Simulation of Stable Cloth on Triangular Mesh via LOD-Based Bending Springs on Strain-Based Dynamics

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.9
    • /
    • pp.73-79
    • /
    • 2023
  • This paper describes a level of detail (LOD) based bending spring structure and damping technique that can reliably represent strain-based dynamics (SBD) on a triangular mesh. SBD models elastic energy using strain instead of energy based on the edge length of a triangular mesh. However, when a large external force occurs, the process of calculating the elastic energy based on edges results in a degenerate triangle, which stretches in the wrong direction because it calculates an unstable strain. In this paper, we introduce an LOD-based bending spring generation and energy calculation method that can efficiently handle this problem. As a result, the technique proposed in this paper can reliably and efficiently handle SBD based on bending springs, which can provide a stable representation of cloth simulation.

ENHANCEMENT OF BOBSLEIGH SIMULATION REACTIVE FORCE

  • Ogino, Masatoshi;Taki, Tsuyoshi;Miyazaki, Shinya;Hasegawa, Junichi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.803-807
    • /
    • 2009
  • The bobsleigh is a winter sport which use a sled to slide down an ice-covered course. There is a big expectation for having a training environment and being able to train year round. At present, training is very limited due to the season or course facilities. A variety of VR (Virtual Reality) equipment has been developed in recent years, and it is beginning to spread. We have also made our contribution in bobsleigh simulation. The reactive force applied in our bobsleigh simulation is much smaller than that of a real bobsleigh. This paper proposes a method to enhance reactive force of bobsleigh simulation in real time. The reactive force is magnified instantly in the physically-based simulation. The Laplacian filter is applied to the sequence of reactive force, this technique is often used in the field of image processing. The simulation is comprised of four large scale surround screens and a 6-D.O.F. (Degree Of Freedom) motion system. We also conducted an experiment with several motion patterns to evaluate the effectiveness of enhancement. The experimental results proved useful in some cases.

  • PDF

A Study on Real-Time Lightning Simulation for Smart Device (스마트기기 게임에 적합한 실시간 번개 시뮬레이션 연구)

  • Park, SungBae;Oh, GyuHwan
    • Journal of Korea Game Society
    • /
    • v.13 no.4
    • /
    • pp.35-46
    • /
    • 2013
  • In this paper, we show a real-time lightning simulation for smart device game. Our proposed method uses physically based Dielectric Breakdown Model to similar real world lightning path and we simplify the algorithm for real-time simulation in smart device. In addition, the rendering process can render multiple lightning and can real-time render in smart device. Finally, our lightning can support interactive with user. The simulation method will be effectively useful for a game that needs a real-time simulation as its game element in smart device environment.