• Title/Summary/Keyword: 3D Content Pipeline

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Characteristics of Water Droplets in Gasoline Pipe Flow (가솔린 송유관에서의 수액적 거동 특성)

  • Kim, J.H.;Kim, S.G.;Bae, C.;Sheen, D.H.
    • Journal of ILASS-Korea
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    • v.6 no.1
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    • pp.18-24
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    • 2001
  • Liquid fossil fuel contaminated by water can cause trouble in the combustion processes and affect the endurance of a combustion system. Using an optical sensor to monitor the water content instantaneously in a fuel pipeline is an effective means of controlling the fuel quality in a combustion system. In two component liquid flows of oil and water, the flow pattern and characteristics of water droplets are changed with various flow conditions. Additionally, the light scattering of the optical sensor measuring the water content is also dependent on the flow patterns and droplet characteristics. Therefore, it is important to investigate the detailed behavior of water droplets in the pipeline of the fuel transportation system. In this study, the flow patterns and characteristics of water droplets in the turbulent pipe flow of two component liquids of gasoline and water were investigated using optical measurements. The dispersion of water droplets in the gasoline flow was visualized, and the size and velocity distributions of water droplets were simultaneously measured by the phase Doppler technique. The Reynolds number of the gasoline pipe flow varied in the range of $4{\times}10^{4}\;to\;1{\times}10^{3}$, and the water content varied in the range of 50 ppm to 300 ppm. The water droplets were spherical and dispersed homogeneously in all variables of this experiment. The velocity of water droplets was not dependent on the droplet size and the mean velocity of droplets was equal to that of the gasoline flow. The mean diameter of water droplets decreased and the number density increased with the Reynolds number of the gasoline flow.

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Study of Next Generation Game Animation (넥스트 제너레이션 게임애니메이션 연구)

  • Park, Hong-Kyu
    • Cartoon and Animation Studies
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    • s.13
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    • pp.223-236
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    • 2008
  • The video game industry is obsessed by the perception of "Next Generation Game". Appearance of the next generation game console has required the video game industry to renovate new technologies for their entire production. This tendency increases a huge mount of production cost. Game companies have to hire more designers to create a solid concept, artists to generate more detailed content, and programmers to optimize for more complex hardware. All those high cost efforts provide great locking games, but the potential of next generation game consoles does not end there. They also bring possibilities of the new types of gameplay. Next generation game contains a much larger pool of memories for every video game elements. The entire video game used to use roughly 800 animation files, but next generation game is pushing scripted event well over 4000 animation flies. That allows a lot of very unique custom animation for pretty much every action in the game. It gives game players much more vivid and realistic appreciation of the virtual world. Players are not being able to see any recycling of the same animation over and over when they are playing next generation game. The main purpose of this thesis is that defines the concept of next generation game and analyzes new animation-pipeline to be used in the shooter games.

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The Flow-rate Measurements in a Multi-phase Flow Pipeline by Using a Clamp-on Sealed Radioisotope Cross Correlation Flowmeter (투과 감마선 계측신호의 Cross correlation 기법 적용에 의한 다중상 유체의 유량측정)

  • Kim, Jin-Seop;Kim, Jong-Bum;Kim, Jae-Ho;Lee, Na-Young;Jung, Sung-Hee
    • Journal of Radiation Protection and Research
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    • v.33 no.1
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    • pp.13-20
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    • 2008
  • The flow rate measurements in a multi-phase flow pipeline were evaluated quantitatively by means of a clamp-on sealed radioisotope based on a cross correlation signal processing technique. The flow rates were calculated by a determination of the transit time between two sealed gamma sources by using a cross correlation function following FFT filtering, then corrected with vapor fraction in the pipeline which was measured by the ${\gamma}$-ray attenuation method. The pipeline model was manufactured by acrylic resin(ID. 8 cm, L=3.5 m, t=10 mm), and the multi-phase flow patterns were realized by an injection of compressed $N_2$ gas. Two sealed gamma sources of $^{137}Cs$ (E=0.662 MeV, ${\Gamma}$ $factor=0.326\;R{\cdot}h^{-1}{\cdot}m^2{\cdot}Ci^{-1}$) of 20 mCi and 17 mCi, and radiation detectors of $2"{\times}2"$ NaI(Tl) scintillation counter (Eberline, SP-3) were used for this study. Under the given conditions(the distance between two sources: 4D(D; inner diameter), N/S ratio: $0.12{\sim}0.15$, sampling time ${\Delta}t$: 4msec), the measured flow rates showed the maximum. relative error of 1.7 % when compared to the real ones through the vapor content corrections($6.1\;%{\sim}9.2\;%$). From a subsequent experiment, it was proven that the closer the distance between the two sealed sources is, the more precise the measured flow rates are. Provided additional studies related to the selection of radioisotopes their activity, and an optimization of the experimental geometry are carried out, it is anticipated that a radioisotope application for flow rate measurements can be used as an important tool for monitoring multi-phase facilities belonging to petrochemical and refinery industries and contributes economically in the light of maintenance and control of them.

A Study on the Efficiency & Limitation of 3D Animation Production Management Using Production Management Tool - Focusing on Shotgun Software & Ftrack (3D 애니메이션 제작 관리를 위한 제작관리도구(Tool)의 효율성 및 한계 - 샷건(Shotgun)과 Ftrack(에프트랙)을 중심으로)

  • Lee, Esther Kkotsongyi
    • Cartoon and Animation Studies
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    • s.49
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    • pp.1-23
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    • 2017
  • 3D animation production has had a pivotal position in current animation industry and the necessity of professional management tool for 3D animation production has claimed due to its sophisticated pipeline from advance of technology and global production partnership trend. Shotgun and Ftrack are providing the most appropriate management toolset for 3D animation management among the extant management tools and the efficiency of Shotgun & Ftrack is identified compared with the traditional document oriented management style. The biggest strength of production management using Shotgun is that all of the production staff can directly participate in the communication on the tools therefore they can share the information on Shotgun & Ftrack in real time without constraint of time and location. Moreover, all the process of the production and the history of the discussion on certain production issues are systematically accrue on the tool so that the production history can be easily tracked. Finally, the production management using tools contributes collecting and analysing the production information for the production management team in studios. However, Shotgun & Ftrack has metadata based retrieval method which cost huge amount of effort by human's manual annotation and it also has the limitation of accuracy. In addition, the fact that studios has to have technical professionals first in order to institute the tools into their studios is the actual difficulty of Korean studios when they want to use management tools for their project. Thus, this paper suggests adopting the content-based retrieval system on the tools and tools' expanded technical service for the studios as the solution of the identified issues.

A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.71-79
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    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.