• Title/Summary/Keyword: 3D environment

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Variational Data Assimilation for Optimal Initial Conditions in Air Quality Modeling

  • Park, Seon-Ki
    • Journal of Korean Society for Atmospheric Environment
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    • v.19 no.E2
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    • pp.75-81
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    • 2003
  • Variational data assimilation, which is recently introduced to the air quality modeling, is a promising tool for obtaining optimal estimates of initial conditions and other important parameters such as emission and deposition rates. In this paper. two advanced techniques for variational data assimilation, based on the adjoint and quasi-inverse methods, are tested for a simple air quality problem. The four-dimensional variational assimilation (4D-Var) requires to run an adjoint model to provide the gradient information in an iterative minimization process, whereas the inverse 3D-Var (I3D-Var) seeks for optimal initial conditions directly by running a quasi -inverse model. For a process with small dissipation, I3D-Vu outperforms 4D-Var in both computing time and accuracy. Hybrid application which combines I3D-Var and standard 4D-Var is also suggested for efficient data assimilation in air quality problems.

Applicability of Flash LADAR to 3D Spatial Information Acquisition on a Construction Site;Performance Review (건설 산업에서의 3차원 공간 모델링을 위한 플래시 레이다의 적용성 검토에 관한 연구)

  • Son, Hyo-Joo;Kim, Chang-Wan;Yoo, Ji-Yeon;Kim, Hyoung-Kwan;Han, Seung-Heon;Kim, Moon-Kyum
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.909-914
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    • 2007
  • Today's dynamic nature of the construction environment requires management systems to be active enough to take real-time decisions. For real-time decision making, effective 3D spatial information acquisition is imperative. Various 3D data acquisition technologies are being developed and tested for 3D spatial information acquisition and its use for wide range of areas in the construction industry, however, there are shortcomings in these technologies. The major problems are long processing time and high cost which make current technologies impossible to be used for real-time applications. Laser-based Flash LADAR that illuminates the entire scene with diffuse laser light is comparatively fast and cost effective, therefore it is well suited for 3D spatial modeling of dynamic environment on a construction site. This paper presents experimental results to evaluate the performance of flash LADAR and discuss issues of applicability of Flash LADAR to 3D spatial modeling on a construction site.

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Arduino Learning Content using Blender and Unity Engine (블렌더와 유니티 엔진을 이용한 아두이노 학습 콘텐츠 설계)

  • Lee, Min-Hye;Park, Hyuk-Gyu;Won, Dong-Hyun;Kang, Sun-kyung;Shin, Sung-yoon;Kang, Yun-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.386-388
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    • 2022
  • Recently, realistic contents using virtual reality and augmented reality are attracting attention as learning aids. 3D-based contents have the advantage of being able to observe and experience objects from various angles than 2D-based contents shown on a flat surface. In this paper, we propose a content design based on 3D model for Arduino learning in a virtual environment. The Arduino board and sensor were implemented using Blender, and a 3D-based simulator environment was constructed using the Unity engine. The proposed content uses the Arduino board and sensor implemented in 3D so that learners can easily experience the working principle of Arduino and the coding process.

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Representation Systems of Building Blocks in Logo-based Microworld

  • Lee, Ji-Yoon;Cho, Han-Hyuk;Song, Min-Ho;Kim, Hwa-Kyung
    • Research in Mathematical Education
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    • v.15 no.1
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    • pp.1-14
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    • 2011
  • Logo has influenced many researchers and learners for the past decades as a 20 turtle geometry environment in the perspective of constructionism. Logo uses the metaphor of 'playing turtle' that is intrinsic, local and procedural. We, then, design an environment in which the metaphor of 'playing turtle' is applied to construct 3D objects, and we figure out ways to represent 3D objects in terms action symbols and 3D building blocks. For this purpose, design three kinds of representation systems, and asked students make various 3D artifacts using various representation systems. We briefly introduce the results of our investigation into students' cognitive burden when they use those representation systems, and discuss the future application measures and the design principles of Logo-based 3D microworld.

Real-time Polygon Generation and Texture Mapping for Tele-operation using 3D Point Cloud Data (원격 작업을 위한 3 차원 점군 데이터기반의 실시간 폴리곤 생성 및 텍스처 맵핑 기법)

  • Jang, Ga-Ram;Shin, Yong-Deuk;Yoon, Jae-Shik;Park, Jae-Han;Bae, Ji-Hun;Lee, Young-Soo;Baeg, Moon-Hong
    • Journal of Institute of Control, Robotics and Systems
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    • v.19 no.10
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    • pp.928-935
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    • 2013
  • In this paper, real-time polygon generation algorithm of 3D point cloud data and texture mapping for tele-operation is proposed. In a tele-operation, it is essential to provide more highly realistic visual information to a tele-operator. By using 3D point cloud data, the tele-operator can observe the working environment from various view point with a reconstructed 3D environment. However, there are huge empty space in 3D point cloud data, since there is no environmental information among the points. This empty space is not suitable for an environmental information. Therefore, real-time polygon generation algorithm of 3D point cloud data and texture mapping is presented to provide more highly realistic visual information to the tele-operator. The 3D environment reconstructed from the 3D point cloud data with texture mapped polygons is the crucial part of the tele-operation.

Comparison of Material Flux at the Sediment-Water Interface in Marine Finfish and Abalone Cage Farms, Southern Coast of Korea: In-situ and Laboratory Incubation Examination (남해안 어류 및 전복가두리양식장의 퇴적물-수층 경계면에서의 물질플럭스 비교: 현장배양과 실내배양실험 연구)

  • Park, Jung-Hyun;Cho, Yoon-Sik;Lee, Won-Chan;Hong, Sok-Jin;Kim, Hyung-Chul;Kim, Jeong-Bae
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.18 no.6
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    • pp.536-544
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    • 2012
  • It is necessary to study the material circulation of coastal ecosystem according to aquacultural activity in order to induce the sustainable production of aquaculture and the fishery environment for the useful use. Hence, it is essential to make an exact assessment for the sedimentation release flux at the sediment-water interface in the aquafarm. Sediment oxygen demand and dissolved inorganic nitrogen release fluxes were compared using in-situ and laboratory incubational examination. Sediment oxygen demands were 116, 34, and $31\;mmol\;O_2\;m^{-2}\;d^{-1}$ (in-situ incubation), 52, 17, and $15\;mmol\;O_2\;m^{-2}\;d^{-1}$ (Core incubation) and dissolved inorganic nitrogen release fluxes were 7.18, 7.98, and $1.78\;mmol\;m^{-2}\;d^{-1}$ (in-situ incubation), 3.33, 3.74, and $1.96\;mmol\;m^{-2}\;d^{-1}$ (Core incubation) at Tongyeong finfish, Yeosu finfish, and Wando abalone cage farms, respectively. Consequently, in-situ incubation results showed two times higher than laboratory examination. We compared the material flux at the sediment-water interface of each farm and the characteristics between two different kinds of material flux examination.

Marker-less Calibration of Multiple Kinect Devices for 3D Environment Reconstruction (3차원 환경 복원을 위한 다중 키넥트의 마커리스 캘리브레이션)

  • Lee, Suwon
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1142-1148
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    • 2019
  • Reconstruction of the three-dimensional (3D) environment is a key aspect of augmented reality and augmented virtuality, which utilize and incorporate a user's surroundings. Such reconstruction can be easily realized by employing a Kinect device. However, multiple Kinect devices are required for enhancing the reconstruction density and for spatial expansion. While employing multiple Kinect devices, they must be calibrated with respect to each other in advance, and a marker is often used for this purpose. However, a marker needs to be placed at each calibration, and the result of marker detection significantly affects the calibration accuracy. Therefore, a user-friendly, efficient, accurate, and marker-less method for calibrating multiple Kinect devices is proposed in this study. The proposed method includes a joint tracking algorithm for approximate calibration, and the obtained result is further refined by applying the iterative closest point algorithm. Experimental results indicate that the proposed method is a convenient alternative to conventional marker-based methods for calibrating multiple Kinect devices. Hence, the proposed method can be incorporated in various applications of augmented reality and augmented virtuality that require 3D environment reconstruction by employing multiple Kinect devices.

3D Model Builder and Realtime Simulation Environment Development (3차원 모델빌더와 실시간 시뮬레이션 환경 개발)

  • Lee, Ji-Woo;Lee, Chang-Hoon;Lee, Duck-Jae;Lee, Myeong-Soo
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.514-516
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    • 2004
  • 국내 및 국외에서 많은 시뮬레이션 환경이 개발되어 다양한 시뮬레이터 개발에 활용되고 있다. 이러한 시뮬레이션 환경은 다양한 기능을 갖추고 있어 시뮬레이터 개발편의를 도모하고 있다. 이러한 시뮬레이션 환경에서는 시뮬레이션 스케줄링(Scheduling), 데이터베이스(Database), 모델 컴파일 그리고 디버거(모니터링 및 제어기능 툴)등을 제공한다. 이미 국내 및 국외 업체에서 시뮬레이션 환경이 개발되어 왔지만, 3차원적인 시뮬레이션을 필요로 하는 시뮬레이션 환경은 미비한 상태로 로봇공학이나 3차원 시뮬레이션이 필요한 산업에 앞으로 더욱더 개발이 필요한 실점이다. 본 논문에서는 3차원 시뮬레이션을 하기 위한 방안으로 개발된 3D 모델빌더와 시뮬레이션 환경인 3DSIM(3D Simulation Environment)을 소개한다. 3DSIM은 현재 사용되고 있는 시뮬레이션 환경과는 다른 형식의 구조를 갖추고 있어 일반 시뮬레이션 환경과의 차이점에 대해 알아본다. 일반적인 시뮬레이션 환경은 서버와 클라이언트로 나뉘어 서버에서는 특정 모델에 대한 연산을 수행하기 위한 환경을 제공하며, 클라이언트에서는 서버에서 수행된 연산을 효율적으로 분석하기 쉽도록 보여주는 환경으로 나된다. 하지만, 3차원 시뮬레이션 환경인 3DSIM은 3차원 객체를 디자인하는 과정이 필요하며, 3차원 객체를 디자인하였을 경우, 각각의 파라미터를 통하여 시뮬레이션 되어야 한다는 점에서 일반적인 시뮬레이션 환경과의 구조가 다르게 된다. 3DSIM개발을 통하여 3차원 시뮬레이터 개발을 보다 편하게 개발할 수 있도록 하였으며, 시뮬레이션 모니터링 및 제어가 용이하도록 개발하였다.

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Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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