• Title/Summary/Keyword: Physically-based Simulation

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The Performance Analysis of GPU-based Cloth simulation according to the Change of Work Group Configuration (워크 그룹 구성 변화에 따른 GPU 기반 천 시뮬레이션의 성능 분석)

  • Choi, Young-Hwan;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.18 no.3
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    • pp.29-36
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    • 2017
  • In these days, 3D dynamic simulation is closely related to many industries. In the past, physically-based 3D simulation was used mainly in the car crash or construction related fields, but it also plays an important role in movies or games today. Many mathematical computations are needed to represent the 3D object realistically, but it is difficult to process a large amount of calculations for simulation of application based on CPU in real-time. Recently, with the advanced graphic hardware and improved architecture, GPU can be utilized for the general purposes of computation function as well as graphic computation. Many approaches using GPU have been applied for various research fields. In this paper, we analyze the performance variation of two cloth simulation algorithms based on GPU according to the change of execution properties of GPU shaders in oder to optimize the performance of GPU-based cloth simulation. Cloth simulation is implemented by the spring centric algorithm and node centric algorithm with GPU parallel computing using compute shader of GLSL 4.3. We compare the performance of between these algorithms according to the change of the size and dimension of work group. The experiment is repeated to 10 times during 5,000 frames for each test and experimental results are provided by averaging of FPS. The experimental result shows that the node centric algorithm is executed in higher speed than the spring centric algorithm.

The Development of Overhead Crane Simulator Using Open Source Physics Engine (오픈소스 물리엔진을 이용한 천장 크레인 시뮬레이터 개발)

  • Ok, Soo-Yol;Kim, Sung-Kil
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.95-104
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    • 2009
  • Recently, increasing numbers of games and simulators are being implemented by employing the physically-based modeling techniques for better realism. In this paper, we propose the implementation techniques for overhead crane simulator based on ODE, the well-known open source dynamic engine. By comparing the dynamic behavior of the proposed system with a commercial engine based simulator, the physical plausibility and the effectiveness of the ODE based OHC simulator are verified. We expect the proposed the OHC simulator can be successfully utilized for virtual training in various educational institutes.

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Interactive Virtual Anthroscopy Using Isosurface Raycasting Based on Min-Max Map (최대-최소맵 기반 등위면 광선투사법을 이용한 대화식 가상 관절경)

  • 임석현;신병석
    • Journal of Biomedical Engineering Research
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    • v.25 no.2
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    • pp.103-109
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    • 2004
  • A virtual arthroscopy is a simulation of optical arthroscopy that reconstructs anatomical structures from tomographic images in joint region such as a knee, a shoulder and a wrist. In this paper, we propose a virtual arthroscopy based on isosurface raycasting, which is a kind of volume rendering methods for generating 3D images within a short time. Our method exploits a spatial data structure called min-max map to produce high-quality images in near real-time. Also we devise a physically-based camera control model using potential field. So a virtual camera can fly through in articular cavity without restriction. Using the high-speed rendering method and realistic camera control model, we developed a virtual arthroscopy system.

Comparative Evaluation on Collision and Particle Separation Efficiency between CO2 Bubbles and Air Bubbles Using Contact Zone Model of Flotation Process (부상분리 공정의 접촉영역 모델을 이용한 이산화탄소와 공기 기포의 충돌 및 입자 분리효율 비교 평가)

  • Yang, Jong-Won;Choi, Yong-Ho;Chae, In-Seok;Kim, Mi-Sug;Jeong, Yong-Hoon;Kim, Tae-Geum;Kwak, Dong-Heui
    • Journal of Korean Society on Water Environment
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    • v.35 no.1
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    • pp.64-71
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    • 2019
  • In recent years, carbon dioxide ($CO_2$) bubbles emerged as the most widely applied material with the recycling of sequestrated storage to decrease global warming. Flotation using $CO_2$ as an alternative to air could be effective in overcoming the high power consumption in the dissolved air flotation (DAF) process. The comparison of DAF and DCF system indicated that, the carbon dioxide flotation (DCF) system with pressurized $CO_2$ only requires 1.5 ~ 2.0 atm, while the DAF system requires 3.0 ~ 6.0 atm. In a bid to understand the characteristics of particle separation, the single collector collision (SCC) model was used and a series of simulations were conducted to compare the differences of collision and flotation between $CO_2$ bubbles and air bubbles. In addition, laboratory experiments were sequentially done to verify the simulation results of the SCC model. Based on the simulation results, surfactant injection, which is known to decrease bubble size, cloud improved the collision efficiency of $CO_2$ bubbles similar to that of air bubbles. Furthermore, the results of the flotation experiments showed similar results with the simulation of the SCC model under anionic surfactant injection. The findings led us to conclude that $CO_2$ bubbles can be an alternative to air bubbles and a promising material as a collector to separate particles in the water and wastewater.

Enhanced FFD-AABB Collision Algorithm for Deformable Objects

  • Jeon, JaeHong;Choi, Min-Hyung;Hong, Min
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.713-720
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    • 2012
  • Unlike FEM (Finite Element Method), which provides an accurate deformation of soft objects, FFD (Free Form Deformation) based methods have been widely used for a quick and responsive representation of deformable objects in real-time applications such as computer games, animations, or simulations. The FFD-AABB (Free Form Deformation Axis Aligned Bounding Box) algorithm was also suggested to address the collision handling problems between deformable objects at an interactive rate. This paper proposes an enhanced FFD-AABB algorithm to improve the frame rate of simulation by adding the bounding sphere based collision test between 3D deformable objects. We provide a comparative analysis with previous methods and the result of proposed method shows about an 85% performance improvement.

THE CHANCES OF PERMAFROST INDUCED BY GREENHOUSE WARMING: A SIMULATION STUDY APPLYING MULTIPLE-LAYER GROUND MODEL

  • Yamaguchi, Kazuki;Noda, Akira;Kitoh, Akio
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.329-334
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    • 2001
  • Many of past studies using physically based numerical climate models indicate that increases in atmospheric $CO_2$could enhance summer dryness over continental region in middle-high latitudes. However the models used in those studies do not take account of permafrost in high latitudes. We have carried out a set of experiments applying a version of global climate model that can reproduce realistic distribution of the permafrost. From the results, it is indicated that permafrost functions as a large reservoir in hydrologic cycle maintaining dry, hot summer over continents in northern middle-high latitudes, and that the $CO_2$warming would reduce this function by causing climatological thawing of permafrost, which would result in moister and cooler summer, and warmer winter in the same region. The present study indicates that an inclusion of very simple description of soil freezing process can make a large difference in a model simulation.

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Simulation for sensor network packet routing protocols based on distributed-event (분산이벤트 기반 센서네트워크 패킷 라우팅 프로토콜 시뮬레이션)

  • Chung, Kyung-Yul;Lim, Byung-Ju;Lee, Hoo-Rock;Rhyu, Keel-Soo
    • Journal of Advanced Marine Engineering and Technology
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    • v.37 no.4
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    • pp.418-424
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    • 2013
  • Both simulation and physical implementation are valuable tasks in sensor network routing protocols. In this paper, we propose an efficient underground utilities monitoring method within several constraints using wireless sensor network. First, in order to physically implement protocol of network which is applied, the distributed event-based simulation, which applies an existing nesC codes of sensor network routing protocols, is implemented and analyzed. Also, we have performed the simulation and analyzed the execution results for application model of routing protocols for monitoring underground utilities in the VIPTOS(Visual Ptolemy and TinyOS) environments which combine TOSSIM and Ptolemy II based on distributed event.

Application of a Hydrologic Model ANSWERS to Ranweol Watersheds (수문모형 ANSWERS의 반월유역에의 적용)

  • 김병진;박승우
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.30 no.1
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    • pp.81-90
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    • 1988
  • A physically-based, distributed hydrologic model ANSWERS is described and its test results with two small watersheds near the Banweol reservoir are presented. The sizes of the watersheds are 270 ha and 477 ha, respectively. The smaller one has a mild topography with 40 percent forest area. The other has a steeper slope and 87 percent forest area. The model parameters were calibrated using observed runoff data and used for storm runoff simulation. The simulated peak discharges were in good agreement with the data. The model underestimated the recession parts of hydrographa as compared to the observed ones.

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PBR(Physically based Render) simulation considered mathematical Fresnel model for Game Improvement (효율적 게임개선을 위한 프레넬수학모델의 PBR 시뮬레이션)

  • Kim, Seongdong
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.111-118
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    • 2016
  • This paper proposes the mathematical model of Fresnel effect used to illuminate and simulate a surface character model for defense game play. The term illumination is used to represent the process by which the amount of light reaching a surface character model used on game play is determined. The character surface shaders generally use a mathematical model to predict how light will reflect on triangles. The shading normally represents the methods used to determine the color and intensity of light reflected toward the viewer for each pixel representing the character surface model of the game. This model computes the reflection and transmission coefficients and compares simulated results to the Fresnel equations for the real game improvement.

Feasibility study of a novel hash algorithm-based neutron activation analysis system for arms control treaty verification

  • Xiao-Suo He;Yao-Dong Dai;Xiao-Tao He;Qing-Hua He
    • Nuclear Engineering and Technology
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    • v.56 no.4
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    • pp.1330-1338
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    • 2024
  • Information on isotopic composition and geometric structure is necessary for identifying a true warhead. Nevertheless, such classified information should be protected physically or electronically. With a novel Hash encryption algorithm, this paper presents a Monte Carlo-based design of a neutron activation analysis verification module. The verification module employs a thermal neutron source, a non-uniform mask (physically encrypting information about isotopic composition and geometric structure), a gamma detector array, and a Hash encryption algorithm (for electronic encryption). In the physical field, a non-uniform mask is designed to distort the characteristic gamma rays emitted by the inspected item. Furthermore, as part of the Hash algorithm, a key is introduced to encrypt the data and improve the system resolution through electronic design. In order to quantify the difference between items, Hamming distance is used, which allows data encryption and analysis simultaneously. Simulated inspections of simple objects are used to quantify system performance. It is demonstrated that the method retains superior resolution even with 1% noise level. And the performances of anti-statistical attack and anti-brute force cracking are evaluated and found to be very excellent. The verification method lays a solid foundation for nuclear disarmament verification in the upcoming era.