• Title/Summary/Keyword: 볼륨입자

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Radiation dose plan system based on particle simulation and volume rendering (입자 시뮬레이터와 볼륨 렌더링 기반의 방사선조사계획 시스템)

  • Kim, A-Mi;Kim, Seung-Wan;Song, Ju-Whan;Gwun, Ou-Bong;Kim, Chong-Yeal;Hong, Seung-Woo
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.3
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    • pp.21-26
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    • 2006
  • 악성 종양은 현대인을 괴롭히는 대표적인 질병의 하나로 이를 치료하는데 흔히 이용되는 것이 방사선치료이다. 방사선 치료에서는 종양세포만을 찾아 방사선을 조사하는 것이 무엇보다 중요하다. 본 논문에서는 입자 시뮬레이터 Geant4와 볼륨렌더링을 이용하여 이러한 것을 가능하게 하는 방사선조사계획시스템을 제안하고 시스템의 논리적 구조와 구현 시 고려할 사항에 대하여 알아본다. 본 시스템은 Geant4에 있는 다양한 물리(physics)이론을 적용하여 방사선의 물성을 다양하고 정확하게 시뮬레이션 하고, 시뮬레이션으로 구한 방사선량 분포를 볼륨렌더링으로 생성한 영상과 함께 표시하여 사용자가 방사선 치료 계획을 용이하게 세울 수 있도록 한다.

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Real-time Fluid Animation using Particle Dynamics Simulation and Pre-integrated Volume Rendering (입자 동역학 시뮬레이션과 선적분 볼륨 렌더링을 이용한 실시간 유체 애니메이션)

  • Lee Jeongjin;Kang Moon Koo;Kim Dongho;Shin Yeong Gil
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.1
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    • pp.29-38
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    • 2005
  • The fluid animation procedure consists of physical simulation and visual rendering. In the physical simulation of fluids, the most frequently used practices are the numerical simulation of fluid particles using particle dynamics equations and the continuum analysis of flow via Wavier-Stokes equation. Particle dynamics method is fast in calculation, but the resulting fluid motion is conditionally unrealistic The method using Wavier-Stokes equation, on the contrary, yields lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. Global illumination is generally successful in producing premium-Duality rendered images, but is also excessively slow for real-time applications. In this paper, we propose a rapid fluid animation method incorporating enhanced particle dynamics simulation method and pre-integrated volume rendering technique. The particle dynamics simulation of fluid flow was conducted in real-time using Lennard-Jones model, and the computation efficiency was enhanced such that a small number of particles can represent a significant volume. For real-time rendering, pre-integrated volume rendering method was used so that fewer slices than ever can construct seamless inter-laminar shades. The proposed method could successfully simulate and render the fluid motion in real time at an acceptable speed and visual quality.

Density Estimation Technique for Effective Representation of Light In-scattering (빛의 내부산란의 효과적인 표현을 위한 밀도 추정기법)

  • Min, Seung-Ki;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.9-20
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    • 2010
  • In order to visualize participating media in 3D space, they usually calculate the incoming radiance by subdividing the ray path into small subintervals, and accumulating their respective light energy due to direct illumination, scattering, absorption, and emission. Among these light phenomena, scattering behaves in very complicated manner in 3D space, often requiring a great deal of simulation efforts. To effectively simulate the light scattering effect, several approximation techniques have been proposed. Volume photon mapping takes a simple approach where the light scattering phenomenon is represented in volume photon map through a stochastic simulation, and the stored information is explored in the rendering stage. While effective, this method has a problem that the number of necessary photons increases very fast when a higher variance reduction is needed. In an attempt to resolve such problem, we propose a different approach for rendering particle-based volume data where kernel smoothing, one of several density estimation methods, is explored to represent and reconstruct the light in-scattering effect. The effectiveness of the presented technique is demonstrated with several examples of volume data.

Particle-Based Extended Marching Cubes with Efficient Quadratic Error Function (효율적인 2차 오차 함수를 이용한 입자 기반 Extended Marching Cubes)

  • Yu-Bin Kwon;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.387-390
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    • 2024
  • 본 논문에서는 효율적인 2차 오차 함수를 이용하여 입자 기반에서 EMC(Extended Marching Cubes) 알고리즘을 구현할 수 있는 새로운 알고리즘을 제안한다. Smoothing 커널(Kernels)을 통해 계산한 입자 평균 위치에서 레벨셋(Level-set)을 계산해 스칼라장을 구축한다. 그리고 난 뒤 SPH(Smoothed particle hydrodynamics)기반의 커널을 통해 밀도, 입자 평균 위치를 계산한다. 스칼라장을 이용해 등가 곡면(Isosurface)을 찾고 음함수로 표현된 표면을 구성한다. SPH 커널을 공간에서 미분하면 공간상의 어느 위치에서나 기울기를 계산할 수 있고, 이를 통해 얻어진 법선벡터를 이용하여 일반적인 EMC나 DC(Dual contouring)에서 사용하는 2차 오차 함수를 효율적으로 설계한다. 결과적으로 제안하는 방법은 메쉬와 같이 연결정보다 없는 입자 기반 데이터에서도 EMC 알고리즘을 구현하여 볼륨(Volume) 손실을 줄이고, 복잡한 음함수 표면을 표현할 수 있게 한다.

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The Properties of Strength Development of High Volume Fly Ash Concrete with Reduction of Unit Water Content (단위수량 저감에 따른 하이볼륨 플라이애시 콘크리트의 강도 발현 특성)

  • Choi, Yun-Wang;Park, Man-Seok;Choi, Byung-Keol;Oh, Sung-Rok
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.2 no.1
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    • pp.46-51
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    • 2014
  • In this study, strength development properties of high volume fly ash concrete was evaluated through compressive strength of concrete with reduction of unit water content. And concrete specimens were prepared according to target strength 3 level and variation of unit water content. As a result, the improved fluidity were obtained as a result of the ball bearing action of the spherical, the electrostatic repulsion and the particle size distribution of fly ash particles in case of using more than 50% fly ash. Through this, the mixture of fly ash has been shown to reduce the amount of water required in concrete. Also, the early strength of high volume fly ash concrete with reduction of unit water content was improved more about 66% than general concrete mixture.

A New Hybrid Volume PTV (하이브리드 볼륨 PTV(VPTV))

  • Doh, D.H.;Jo, H.J.;Cho, K.R.;Moon, K.R.;Lee, J.M.;Hwang, T.G.
    • Proceedings of the KSME Conference
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    • 2008.11b
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    • pp.2444-2447
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    • 2008
  • A new 3D-PTV algorithm (a Volume PTV) based upon a hybrid fitness function has been constructed. A coherency fitness function is introduced using the information of space and time to sort out the correct particle pairs between the two camera images. The measurement system consists of two-high-definition-cameras($1k{\times}1k$), a Nd-Yag laser and a host computer. The developed algorithm has been employed to investigate the flow features of the cylinder wake. The Reynolds numbers with the cylinder diameter (d=10mm) are 360, 720, 900 and 1260. Two-dimensional displacements of the particles of each camera's image and neighbouring constraints were introduced to reduce the calculation loads. More than 10,000 instantaneous 3D vectors have been obtained by the constructed algorithm. The constructed algorithm could recover more than $80{\sim}90%$ of the particle numbers in the image.

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Numerical Analysis of Fusible Filler Behavior for Self-Interconnection Process (자기 접속 프로세스에 대한 볼륨 입자 거동에 대한 수치해석 연구)

  • Gwon, Hyeok-Rok;Lee, Jeong-Hui;Kim, Jong-Min;Lee, Seong-Hyeok
    • Proceedings of the KWS Conference
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    • 2006.10a
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    • pp.178-180
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    • 2006
  • The present article aims to develop a numerical method for numerical analysis of fusible filler behavior for self-interconnection process. The CIP(Cubic Interpolated Propagation) method is used for determination of interfaces and the CSF(Continuum Surface Force) model is adopted for evaluation of curvature. To validate these models, first, the present study performs the numerical simulation for a droplet formation and it simulates the interactions among fusible fillers inside resin under the operating condition. As a result, similar tendency is found compared to the experimental observation. This study would be a first step towards finding the optimum condition for self-interconnection process.

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Measurements of the Cylinder Wake with a Volume PTV (High-Density 3D-PTV) (고밀도 3D-PTV (Volume PTV)에 의한 원주후류 측정 해석)

  • Hwang, T.G.;Cho, K.R.;Pyeon, Y.B.;Cho, Y.B.;Moon, K.R.;Jo, H.J.;Doh, D.H.
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03b
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    • pp.88-91
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    • 2008
  • A Hybrid-Genetic-Algorithm based 3D-PTV has been constructed by introducing the conventional GA-3D-PTV. The measurement system consists of two-high-definition-cameras(1k ${\times}$ 1k), a Nd-Yag laser and a host computer. The system has been used to measure the wake of a cylinder. The Reynolds number is 1120. The structures of the wake have been quantified in detail than the results obtained ever before.

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Hydration Properties of High Volume Cement Matrix Using Blast Furnace Slag and Alkaline Aqueous by Electrolysis (고로슬래그 및 전기분해한 알칼리 수용액을 사용한 하이볼륨 시멘트 경화체의 수화특성)

  • Kim, Sun-A;Park, Sun-Gyu
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.5 no.1
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    • pp.8-13
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    • 2017
  • This experimental study is purposed to analyze the effect of alkaline aqueous solution by electrolysis on strength development in order to develop high volume cement matrix using industrial by-products. Blast furnace slag was used a binder, and an alkaline aqueous solution obtained by electrolyzing pure water was used as an alkali activator. The hydration properties of these specimens were then investigated by compressive strength test, XRD and observation of micro-structures using SEM. As a result, we found that compressive strength increased with the addition of alkaline aqueous solution which cement matrix incorporating blast furnace slag. But those strength decreased reversely when replacing ratio of blast furnace slag was increased. It is judged that results of engineering properties evaluation on the binder and alkaline aqueous solution are useful as a basic data for mixtures design and evaluation properties of high volume cement matrix using by-products.

Real-time Flow Animation Techniques Using Computational Fluid Dynamics (전산유체역학을 이용한 실시간 유체 애니메이션 기술)

  • Kang Moon Koo
    • Journal of the Korean Society of Visualization
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    • v.2 no.2
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    • pp.8-15
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    • 2004
  • With all the recent progresses in computer hardware and software technology, the animation of fluids in real-time is still among the most challenging issues of computer graphics. The fluid animation is carried out in two steps - the physical simulation of fluids immediately followed by the visual rendering. The physical simulation is usually accomplished by numerical methods utilizing the particle dynamics equations as well as the fluid mechanics based on the Navier-Stokes equations. Particle dynamics method is usually fast in calculation, but the resulting fluid motion is conditionally unrealistic. The methods using Navier-Stokes equation, on the contrary, yield lifelike fluid motion when properly conditioned, yet the complexity of calculation restrains this method from being used in real-time applications. This article presents a rapid fluid animation method by using the continuum-based fluid mechanics and the enhanced particle dynamics equations. For real-time rendering, pre-integrated volume rendering technique was employed. The proposed method can create realistic fluid effects that can interact with the viewer in action, to be used in computer games, performances, installation arts, virtual reality and many similar multimedia applications.

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