• 제목/요약/키워드: 3d simulation

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BIM 기반의 가상현실 다면투사 시뮬레이션 시스템 구축 (Development of Virtual Reality Multi Screen Simulation System based on BIM)

  • 서명배;박형진
    • 한국전산구조공학회논문집
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    • 제30권3호
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    • pp.231-238
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    • 2017
  • 3D 기반의 BIM 도면을 활용을 통해 다양한 건설 시뮬레이션이 가능하다. 이러한 BIM을 기반으로 강력한 몰입환경이 수반되는 가상현실 공간에서 실증실험이 가능한 시뮬레이션 시스템 구축사례가 국내에는 전무한 상황이다. 본 논문에서는 다양한 의사결정 및 가상건설 시뮬레이션이 가능하도록 BIM 도면을 기반으로 3D 기반의 강력한 몰입환경을 제공하는 다면(Multi Screen) 기반의 시뮬레이션 시스템 개발사례를 제시하였다. 구축된 시뮬레이션 실험실은 4K 이상의 해상도를 기반으로 대규모의 3면 디스플레이 공간내에서 다양한 Haptic 장비를 활용해 도면검토, 재난/재해시뮬레이션, 극한건설, 도시계획설계 등이 가능하다. 또한 기존의 BIM 소프트웨어와 완벽한 호환이 가능하여 데이터의 실시간 변환없이 대용량의 도면 등을 검토할 수 있다.

플라스틱 유동해석 프로그램을 이용한 자동차 도어 핸들의 유동예측 (Plastic Flow Prediction of Automobile Door-Handle Using Injection Molding Simulation Programs)

  • 한성렬;강철민;유호종;정영득
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2004년도 추계학술대회 논문집
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    • pp.295-298
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    • 2004
  • Automobile door-handle is assembled with three parts that are base, skin and cover. Over-molding processing makes assembly of the base and skin. The skin part that was made by PVC polymer has various thickness. Plastic injection molding simulation of part including significant changed thickness as skin is an inaccuracy comparing with real injection molding. To solve this problem, two commercial flow prediction software that are Moldflow MPI and MAPS 3D were used in this study. Simulations were conducted for three types mesh. Taguchi method was applied for simulation experiments. It will be need to compare with simulation results and real over-molding behavior in the near future.

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Interaction Metaphors for Modeling Virtual Hair using Haptic Interfaces

  • Bonanni, Ugo;Kmoch, Petr;Magnenat-Thalmann, Nadia
    • International Journal of CAD/CAM
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    • 제9권1호
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    • pp.93-102
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    • 2010
  • Shaping realistic hairstyles for digital characters is a difficult, long and tedious task. The lack of appropriate interaction metaphors enabling efficient and simple, yet accurate hair modeling further aggravates the situation. This paper presents 3D interaction metaphors for modeling virtual hair using haptic interfaces. We discuss user tasks, ergonomic aspects, as well as haptics-based styling and fine-tuning tools on an experimental prototype. In order to achieve faster haptic rates with respect to the hair simulation and obtain a transparent rendering, we adapt our simulation models to comply with the specific requirements of haptic hairstyling actions and decouple the simulation of the hair strand dynamics from the haptic rendering while relying on the same physiochemical hair constants. Besides the direct use of the discussed interaction metaphors in the 3D modeling area, the presented results have further application potential in hair modeling facilities for the entertainment industry and the cosmetic sciences.

3차원 가상착의에 의한 남성 Jean Pants 패턴 비교 분석 (Comparative Analysis of the Patterns for Men's Jean Pants by 3D Virtual Garment Simulation Evaluation)

  • 홍은희;어미경;김경아
    • 한국의상디자인학회지
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    • 제17권2호
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    • pp.223-237
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    • 2015
  • This study is to compare the pattern making methods of men's jeans and to analyze sizes of parts while also evaluating the appearance and fit according to a 3D virtual garment simulation. Five types of patterns are selected for the analysis. For the appearance evaluation, the study conducted a virtual clothing simulation, created a perspective drawing, and applied Clothing pressure to each test outfit. First, according to the pattern comparisons, A and D had the shortest crotch length, while B had the longest; B had the narrowest crotch width, while C had the widest; C had the greatest waist circumference, and B had the smallest; C had the greatest knee and hem circumference, while E had the smallest. Second, according to the appearance evaluation, E pants had the highest rating overall for the waist, crotch, knee, and hem comfort; A pants had the highest rating for the yoke line end and placement; and C pants had the highest rating for the side seam line. According to the correlation analysis, ease of the waist, hips, hem and thighs were important factors (in that order) in determining the overall appearance of the jean pants.

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남성용 작업복 팬츠 3차원 가상착의 시뮬레이션 평가 (The Computerized 3-D Clothing Simulation for the Evaluation of Men's Working Pants)

  • 박진아
    • 복식
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    • 제63권8호
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    • pp.27-42
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    • 2013
  • The study was aimed to develop men's working pants patterns through the computerized 3-D virtual clothing simulation system and to verify the effects of the 3-D simulated outfit by comparing it to the images of the actual outfits. The average body measurements of South Korean men aged between 30 and 39 used for the simulation in order to generate a 3-D virtual model and to realize outfits of men's working pants for the workers in the heavy industry in South Korea. And also the preliminary questionnaire survey results on certain aspects of the working pants such as type, detailed design preference and discomforting parts were taken into consideration. Both the simulated and real images of the developed working pants were compared in terms of the ease amount according to parts of the working pants, the position of seam lines, the appearance of darts and pleats, and the effects of the fabric surface according to expertise panels' subjective 5-point scale evaluation. The results throughout the study were (1) the basic working pants item worn by subject workers were the straight one pleated pants. The most discomforting parts of the working pants were in the order of body rise, thigh, hip, waist, pants hems and knee girth. (2) the drafting factors of pants patterns differed by the men's body features, which was related to the allocation of suppression amounts between waist and hip girths into darts and hip curve amounts on the waist line level of the pants. (3) the similarity of the virtually simulated and real images of men's working pants resulted in an average of 4.5 to the ease of appearance, 4.6 to the seam lines, 4.1 to the fabric surface effects in a 5-point scale, which means that the two were highly alike.

The Reliability of Preoperative Simulation Surgery Planning for Distraction Osteogensis in Craniosynostosis Patients

  • Hussein, Mohammed Ahmed;Kim, Yong Oock
    • Journal of International Society for Simulation Surgery
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    • 제3권1호
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    • pp.22-27
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    • 2016
  • Background Craniosynostosis management using distraction osteogensis represent a challenge for surgeons due to the great variability of the skull deformity even within the same etiology. The ability to apply the simulation surgery for improving the preoperative planning for distraction osteogensis could improve the results.Planning and Simulation 14 patients presented with craniosynostosis had been subjected to simulation surgery prior to real surgery. 3D CT scans was obtained upon patient admission. Adjustment of all skull position to Frankfort horizontal plane was done. 3 different distraction osteogensis plans were done for each patient according to the skull morphology. For each plane, movement for each bone segment was done according to the pre-planned distraction vectors. Also the distances of distractions were pre-determined according to the cephalic index as well as brain volume. Intraoperatively, we choose the most appropriate plan for the patient by the surgeon. At the end of distraction, 3D CT scan was obtained, and was compared to the simulation plan. Also the distance and the direction of distraction was compared to that of the plan. Accordingly, the distance was almost matching that of the simulation surgery, however the vector of distraction was not matched.Conclusion Preoperative stimulation planning for craniosynostosis patient is very valuable tool in the surgical management of craniosynostosis patients.

의류학 연구 및 패션산업 현장에 도입되고 있는 3D 기술동향 및 적용사례 고찰 (Emerging Trends in 3D Technology Adopted in Apparel Design Research and Product Development)

  • 박희주;구수민
    • 한국의류학회지
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    • 제42권1호
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    • pp.195-209
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    • 2018
  • This study reviewed emerging trends in 3D technology adopted in apparel design research and product development for rapid prototyping and effective evaluation of product performance. Based on a literature review, the authors discussed technical advantages, practical merits and limitations, applications, and on-going developmental efforts of the following methodologies focusing on 3D body scanning and 3D motion capture, and 3D virtual fit simulation technologies. Such data-driven technical approaches observed in recent apparel design research and industry practice are expected to increasingly be adopted in the field to improve consumers' satisfaction with functionality, aesthetics, and comfort of a wide range of apparel products that include daily wear, sport apparel and protective clothing.

실시간 시뮬레이터와 연계된 3차원 가시화 프로그램 개발 (Development of 3D Visualization Program Connected with Real-time Simulator)

  • 이지우;이명수;서인용;홍진혁;이승호;서정관
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2005년도 춘계학술대회 논문집
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    • pp.89-92
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    • 2005
  • Each 3D visualization program has its own different structure as for the purpose. This paper describes the design and development of an on-line 3D core data visualization program, $RocDis^{TM}$, for the nuclear simulator. It is possible to analyze the inside of the core status including neutron flux, relative power, moderator and fuel temperature in 3D distribution. Some of other essential information, axial flux distribution etc. could also display in 2D graphs. This program would be design, tuning and training for the simulator core model.

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워크 그룹 구성 변화에 따른 GPU 기반 천 시뮬레이션의 성능 분석 (The Performance Analysis of GPU-based Cloth simulation according to the Change of Work Group Configuration)

  • 최영환;홍민;이승현;최유주
    • 인터넷정보학회논문지
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    • 제18권3호
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    • pp.29-36
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    • 2017
  • 오늘날 3D 다이내믹 시뮬레이션은 많은 산업들과 밀접한 관계를 가지고 있다. 과거에는 자동차 충돌, 건축물 분야에서 주로 사용되었으나 최근에는 영화나 게임 분야에도 물리 시뮬레이션이 중요한 역할을 하고 있다. 일반적으로 3D 물체를 사실적으로 표현하기 위해서는 많은 수학적 연산이 필요하기 때문에 기존의 CPU 기반의 응용 프로그램들은 이러한 많은 연산량을 실시간으로 처리하는데 무리가 있다. 최근 그래픽 하드웨어의 발전과 아키텍쳐의 개선으로 GPU는 기존의 렌더링 연산뿐만 아니라 범용 목적의 연산 기능을 제공하고 있고 이러한 GPU를 활용하는 연구가 활발히 진행되고 있다. 본 논문에서는 GPU를 이용한 천 시뮬레이션 수행시 수행 성능을 최적화하기 위하여, GPU 셰이더의 실행 환경 변화에 따른 천 시뮬레이션 알고리즘의 수행 성능의 변화를 분석하였다. GPU를 이용한 천 시뮬레이션은 GLSL 4.3의 Compute shader를 사용하여 스프링 중심 알고리즘과 노드 중심 알고리즘을 PC기반으로 구현하였고, GLSL Compute shader의 다양한 워크 그룹 (Work Group) 크기와 차원 분배에 따른 연산 속도의 변화를 비교 분석하였다. 실험은 5,000 프레임까지 10회 반복 수행하여 FPS(Frame Per Second)의 평균을 구하여 진행하였다. 실행결과, 노드 중심의 알고리즘이 오히려 스프링 중심의 알고리즘 보다 빠른 수행속도를 보여 주었다.

표적모의장치를 이용한 SAR 장비의 성능 분석 (Performance Analysis of SAR System Using Radar Target Simulation Equipment)

  • 권순구;여환용;박성민;한지훈;정창식;김기완;신현익
    • 한국전자파학회논문지
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    • 제29권2호
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    • pp.118-127
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    • 2018
  • 본 논문에서는 합성개구레이다(Synthetic Aperture Radar: SAR) 장비의 성능 분석을 위하여 레이다 표적모의장치를 설계, 제작한 결과를 선보인다. 먼저 표적모의장치의 기능과 성능에 대해 설명하고, SAR 장비와 연동하기 위한 표적 시나리오 생성방법에 대해 설명하였다. 또한 제작된 표적모의장치를 이용하여 SAR 장비의 시간지연 값을 간단하고 정확하게 측정하고 보상하는 방법을 개발하였다. 시간지연이 보상된 SAR 장비와 표적모의장치를 이용하여 SAR 영상에서 점표적을 획득하고, IRF(Impulse Response Function) 분석을 통해 성능을 분석하였다. 그 결과, 방위방향 IRF의 PSLR(Peak to Side Lobe Ratio)은 -13.25 dB, 해상도는 0.49 m로 이론값과 매우 유사한 값을 보였다.