• Title/Summary/Keyword: compute simulation

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

  • Kim, Myoung-Jun
    • Journal of Korea Multimedia Society
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    • v.18 no.3
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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.

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

  • Kim, Min Sang;Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.10
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    • pp.479-486
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    • 2017
  • Recently, GPGPU has been able to increase the degradation of computer performance, and it is now possible to run physically based real-time simulations on PCs that require high computational complexity. Physical calculations applied in physics simulation can be performed by parallel processing, and can be efficiently performed using parallel computation using Compute shader recently supported by OpenGL 4.3 and Unity 4.0. In this paper, we measure and compare the number of performance in real - time physics simulation in OpenGL running on various platforms and Unity, a content creation tool supporting various platforms. Particle simulation experiments show that particle simulation using Unity performs faster than 136.04%. It is expected that it will be able to select better development tools for future multi - platform support.

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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    • v.11 no.8
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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.

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

  • 하경재;김원경
    • Journal of the Korea Society for Simulation
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    • v.10 no.2
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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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A Model for the Estimation of Progression Adjustment: Factors on a Signal-Controlled Street Network (신호등이 있는 가로망에서의 신호 연동화보정계수 산정모형)

  • 김원창;오영태;이승환
    • Journal of Korean Society of Transportation
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    • v.10 no.2
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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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A simulation/analytic approach for queueing network analysis

  • Yoon, Bok-Sik
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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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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Optimal Wave Source Position Determination Based on Wave Propagation Simulation (전자파 영향 평가를 통한 최적의 전파 기지국 위치 결정 방법)

  • 박성헌;박지헌
    • Korean Management Science Review
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    • v.18 no.1
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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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    • v.32 no.5
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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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    • v.7 no.3
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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.

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.