• Title/Summary/Keyword: 빌드업 기법

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Flow Range Extension of Light Oil Flowmeter Standard System with Build-Up Technique (Build-Up 기법을 이용한 경질유 표준장치의 측정범위 확장)

  • Lim, Ki-Won;Choi, Jong-Oh
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.30 no.12 s.255
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    • pp.1139-1146
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    • 2006
  • Light Oil Flow Standard System(LOFSS) in Korea Research Institute of Standards and Science(KRISS) was designed for oil flowmeter calibration. In order to extend the flow range from 120 $m^3/h$ to 200 $m^3/h$, the build-up technique was applied with two positive displacement flowmeters as master flowmeter. The master flowmeters were calibrated against with LOFSS, which has 0.04 % uncertainty of flow quantity determination, then the test flowmeter is calibrated against two master flowmeters. For uncertainty analysis, the repeatability of master flowmeters, the variation of the fluid density and the pipe volume due to temperature change were scrutinized. The contribution of each uncertainty factors to the calibrator and the correlation of each factors were discussed. For investigating the feasibility of uncertainty analysis, a turbine flowmeter as a transfer package was tested with LOFSS and two reference flowmeter. The hypothesis test for both results was coincide with a 95 % significant level. This means that the uncertainty analysis procedure of the calibrator is reasonable and the extension of flow range with master meters was carry out successfully.

Fast Self-Collision Handling in Cloth Simulations Using GPU-based Optimized BVH and R-Triangle (GPU 기반의 최적화된 BVH와 R-Triangle을 이용한 옷감 시뮬레이션에서의 빠른 자기충돌 처리)

  • Moon, Seong-Hyeok;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.373-376
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    • 2022
  • 본 논문에서는 삼각형 메쉬 기반에서 옷감 시뮬레이션(Cloth simulation)에서 계산양이 큰 자기충돌(Self-collision) 처리를 GPU기반으로 가속화시킬 수 있는 방법에 대해 소개한다. CUDA기반으로 병렬 최적화하기 위해 본 논문에서는 1)재귀적으로 계산하여 충돌판정을 하는 BVH(Bounding volume hierarchy) 트리를 GPU기반에서 효율적으로 빌드, 업데이트, 트리 순회하는 방법을 제안하고, 2)삼각형 메쉬 기반에서는 중복되는 프리미티브(Primitive) 충돌검사를 최소화하기 위해 R-Triangle기법을 GPU에서 최적화 시키는 방법을 소개한다. 결과적으로 본 논문에서 제안하는 기법은 GPU 환경에서 옷감 시뮬레이션의 자기충돌과 객체충돌 처리를 빠르고 효율적으로 처리할 수 있도록 하였고, 다양한 장면에서 실험한 결과 모든 결과에서 빠른 시뮬레이션 결과를 얻을 수 있었다.

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