• Title/Summary/Keyword: 레이 트레이싱 모델

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Ultrasonic Simulation for Test Condition Estimate (탐상조건 예측을 위한 초음파 시뮬레이션)

  • Huh, Sun-Chul;Park, Young-Chul;Lee, Kwang-Young;Park, Won-Jo
    • Journal of the Korean Society for Precision Engineering
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    • v.18 no.9
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    • pp.37-44
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    • 2001
  • Ultrasonic testing has a characteristics such as excellent permeability, high-sensitivity to find defect and an almost exact measurement for position. size and direction of inner defect, which differ from other non-destructive testing. In the study, we developed program into optimal testing condition, to distinguish obstacle echo and defect position. This program shows generation and processing of ultrasonic pulse. We compared simulation with ultrasonic test in 45$^\circ$, 60$^\circ$and 70$^\circ$transducer. Test results were in accordance with simulation within 0.1~7.2%.

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A Hybrid Rendering Model to support LOD(Level of Detail) (LOD(Level of Detail)를 지원하는 하이브리드 렌더링 모델)

  • Kim, Hak-Ran;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.509-516
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    • 2008
  • We propose the Hybrid Rendering model to support multi-resolution for computer graphics. LOD method for computer graphics system considering performance of device environment and end-user preference usually adopts mesh resolution, mipmap in texture rendering, or oct-tree data structure in ray tracing. The hybrid rendering model, as a local shading model combining Gouraud shading model and a flat shading model, applies a proper shading method to each of polygons consisting of an object. This method can be an effective alternative to reduce real-time rendering time so that it can be utilized in real time adaptive service of computer graphic contents among various device environments under ubiquitous environments.

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인터넷 기반의 분산된 병렬 처리를 지원하기 위한 분산 처리 지원 도구의 보안 기능과 운영 방안

  • Lee, Sang-Yun;Ahn, Cheol-Woong
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.640-642
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    • 2005
  • 분산된 컴퓨팅 환경은 프로세서의 개수를 적응적으로 활용하는 병렬 처리 환경으로 활용할 수 있다. 병렬 처리예 의한 수행 시간 단축 효과에 가장 많은 영향을 주는 것은 활용되는 프로세서의 개수와 병렬 처리 요소 상호 간의 통신 오버헤드이다. 분산된 컴퓨팅 환경으로 구성한 병렬 처리는 통신 오버헤드에 의한 단점과 프로세서의 개수를 자유롭게 활용할 수 있다는 장점이 상반되는 특성을 가지며 레이트레이싱에 의한 렌더링과 같이 계산량이 많고 병렬 처리 요소 상호 간의 통신량이 적은 응용 분야에 효과적이다. 분산된 컴퓨팅 환경을 병렬 처리에 활용하기 위하여 기존의 분산 처리 모델을 적웅용면 통신 오버헤드 이외에 부수적인 오버헤드(프로그래밍 및 확용 절차)로 인하여 실효성을 발휘하기 어렵다. 단일 컴퓨팅 환경을 위한 절차와 서비스를 그대로 적용하여 분산된 컴퓨팅 환경을 구성하는 여러 대의 컴퓨터를 통합하여 활용하는 방안은 이와 같은 부수적인 오버헤드를 해결할 수 있으며 본 연구팀에서 이미 발표한 TORB(Transparent Object Request Broker)는 프로그래밍 투명성의 제공을 통하여 분산된 컴퓨팅 환경을 활용하기 위한 프로그램을 단일 컴퓨팅 환경을 위한 프로그래밍 기법을 적응하여 작성할 수 있도록 지원한다. 지속적인 연구를 통하여 프로그래밍 투명성의 범위를 확장함과 동시에 활용 절차의 투명성을 지원하는 방안을 추가하였고 새로운 분산 처리 모델을 설계하여 이러한 절차와 서비스를 체계적으로 정립하였다. 인터넷에 연결된 컴퓨터는 적절한 수준의 컴퓨팅 능력을 갖추고 있고 상호 간의 정보 교환을 할 수 있는 상태이므로 "TORB"와 같이 잘 정의된 패러다임으로 이들을 통합하여 운영하면 병렬 처리에 참여하는 프로세서의 개수를 자유롭게 활용하여 수행시간 감소 효과(병렬 처리에 의한)를 극대화할 수 있다. 그러나 인터넷을 기반으로 하는 분산된 병렬 처리를 지원하기 위해서는 "TORB"가 이미 제공하는 투명성 외에 불특정한 타인이 작성한 프로그램 코드가 "TORB"를 통하여 자신의 컴퓨터에서 실행되어도 악의적인 동작을 수행하지 못하게 하는 보안 기능과 인터넷에 연결된 방대한 수의 컴퓨터를 "TORB"에 의해 구성되는 분산된 컴퓨팅 환경에 참여시키는 시나리오가 필요하다.

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Geometric Modeling and Data Simulation of an Airborne LIDAR System (항공라이다시스템의 기하모델링 및 데이터 시뮬레이션)

  • Kim, Seong-Joon;Min, Seong-Hong;Lee, Im-Pyeong;Choi, Kyung-Ah
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.26 no.3
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    • pp.311-320
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    • 2008
  • A LIDAR can rapidly generate 3D points by densely sampling the surfaces of targets using laser pulses, which has been efficiently utilized to reconstruct 3D models of the targets automatically. Due to this advantage, LIDARs are increasingly applied to the fields of Defense and Security, for examples, being employed to intelligently guided missiles and manned/unmanned reconnaissance planes. For the prior verification of the LIDAR applicability, this study aims at generating simulated LIDAR data. Here, we derived the sensor equation by modelling the geometric relationships between the LIDAR sub-modules, such as GPS, IMU, LS and the systematic errors associated with them. Based on this equation, we developed a program to generate simulated data with the system parameters, the systematic errors, the flight trajectories and attitudes, and the reference terrain model given. This program had been applied to generating simulated LIDAR data for urban areas. By analyzing these simulated data, we verified the accuracy and usefulness of the simulation. The simulator developed in this study will provide economically various test data required for the development of application algorithms and contribute to the optimal establishment of the flight and system parameters.

Efficient GPU Framework for Adaptive and Continuous Signed Distance Field Construction, and Its Applications

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.63-69
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    • 2022
  • In this paper, we propose a new GPU-based framework for quickly calculating adaptive and continuous SDF(Signed distance fields), and examine cases related to rendering/collision processing using them. The quadtree constructed from the triangle mesh is transferred to the GPU memory, and the Euclidean distance to the triangle is processed in parallel for each thread by using it to find the shortest continuous distance without discontinuity in the adaptive grid space. In this process, it is shown through experiments that the cut-off view of the adaptive distance field, the distance value inquiry at a specific location, real-time raytracing, and collision handling can be performed quickly and efficiently. Using the proposed method, the adaptive sign distance field can be calculated quickly in about 1 second even on a high polygon mesh, so it is a method that can be fully utilized not only for rigid bodies but also for deformable bodies. It shows the stability of the algorithm through various experimental results whether it can accurately sample and represent distance values in various models.

Efficient Sound Control Method in Virtual Environments Using Raytracing Based Diffraction

  • Kim, Jong-Hyun;Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.81-87
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    • 2022
  • In this paper, we propose diffraction-based sound control method to improve sound immersion in a virtual environment. The proposed technique can express the wave and flow of sound in a physical environment and a pattern similar to diffraction in real-time. Our approach determines whether there is an obstacle from the location of the sound source and then calculates the position of the new sound reflected and diffracted by the obstacle. Based on ray tracing, it determines whether or not it collides with an obstacle, and predicts the sound level of the agent behind the obstacle by using the vector reflected and refraction by the collision. In this process, the sound attenuation according to the distance/material is modeled by attenuating the size of the sound according to the number of reflected/refracted rays. As a result, the diffraction pattern expressed in the physics-based approach was expressed in real time, and it shows that the diffraction pattern also changes as the position of the obstacle is changed, thereby showing the result of naturally spreading the size of the sound. The proposed method restores the diffusion and diffraction characteristics of sound expressed in real life almost similarly.