• Title/Summary/Keyword: 4차원 시뮬레이션

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AC PDP의 셀 크기 및 격벽 높이 변화에 따른 방전 특성 분석

  • Lee, Jong-Bong;Sim, Seung-Bo;Choe, Yong-Seok;Hwang, Seok-Won;Lee, Ho-Jun;Lee, Hae-Jun
    • Proceedings of the Korean Vacuum Society Conference
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    • 2010.08a
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    • pp.106-106
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    • 2010
  • AC PDP(Plasma Display Panel)는 상압에 가까운 압력에서 DBD(Dielectric Barrier Discharge) 방전을 이용한 디스플레이다. AC PDP는 보통 면 방전을 이용하기 때문에 대향 방전과는 다른 방전 현상을 보인다. 본 연구에서는 4인치 test 패널 제작하여 격벽 높이 변화에 따른 방전 현상을 연구하였다. PDP 셀은 $1mm^3$ 보다 작은 크기를 가지고 있기 때문에 방전 현상을 분석하는 것은 쉽지 않다. 그래서 이 연구에서는 2, 3차원 유체 시뮬레이션을 이용하여 실험 결과에 대한 방전 현상을 연구하였다. 테스트 패널을 통하여 정적 마진, 휘도, 소비전력, 발광효율 등을 구하였고, Fluid 시뮬레이션을 통하여 전기장 분포, 하전입자 및 여기종 입자들의 개수 및 밀도 분포, 벽전하 분포 등을 통하여 방전 특성의 경향성을 분석하였다. 격벽 높이가 높아질수록 방전 공간이 넓어지면서 효율이 증가하였으나 $140\;{\mu}m$ 이상의 높이에서는 광 변환 효율이 감소하면서 효율이 오히려 감소하였다.

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Numerical Simulation of Three Dimensional Free Surface Flow (3차원 자유표면 유동의 수치 시뮬레이션)

  • 강신영
    • Journal of Ocean Engineering and Technology
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    • v.4 no.1
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    • pp.55-61
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    • 1990
  • For the tracking of three dimensional free surface motions, a method referred to as the Volume of Fluid(VOF) algorithm is extended. In order to calculate the slope of three dimensional free surface which is the most important for the advection algorithm that decides the amount of fluid from cell to cell and for the application of free surface boundary condition, a simple method utilizing two dimensional slope informations is introduced. The extended algroithm is tested by demonstrating the simulation of a propagating sinusoidal wave through the channel whose width changes abruptly.

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TheSimulation of the Characteristics of the Levitation Force in Superconductor using 2D Slab model (2차원 Slab모델을 이용한 초전도체 부상력 특성의 시뮬레이션)

  • 유제환;임윤철
    • Proceedings of the Korean Society of Tribologists and Lubrication Engineers Conference
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    • 1997.10a
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    • pp.167-172
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    • 1997
  • 초전도체를 기계요소중 하나인 베어링에 응용하기 위한 연구는 임계온도가 액체질소의 비등점(77K)보다 높은 산화물 고온 초전도체가 발견된 이후 시작되었으며, 특히 최근에는 $10^4A/cm^2$이상의 임계전류밀도를 갖는 덩어리형 고온 초전도체가 용융공정을 통해 개발되어, 큰 부하지지력을 갖고 10$^{-8}$ 이하의 마찰계수를 갖는 초전도 마그네틱 베어링으로서 플라이휠 같은 에너지 저장장치에 적용시키는 연구가 국내외적으로 진행되고 있다. 고온 초전도체를 사용한 반발식 수동형 미그네틱 베어링은 Meissner effect뿐 아니라 Fluxpinning effect에 의해 자체적으로 외란에 대한 위치안정성을 가지며, 히스테리시스 손실에 의한 에너지 소산을 통해 외란에 대해 강한 감쇠능력을 가진다는 장점을 가지고 있으며, 대중량을 지지할 수 있다. 이러한 초전도체의 특성에 관한 정량적 수치해석은 초전도 베어링의 설계에 필수적이나 아직 국내에서는 그러한 시도가 없었다. 이러한 여건을 고려하여 본 연구에서는 초전도체와 자석간의 부상력 변화를 2차원 Slab모델로 수치해석하여 히스테리시스라는 주요한 특성을 고찰하고자 한다.

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Regression Model With High Reliability by Using Neural Networks (신경망을 이용한 고신뢰성의 회귀분석 모델)

  • Jo, Yong-Hyeon
    • The KIPS Transactions:PartB
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    • v.8B no.4
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    • pp.327-334
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    • 2001
  • 본 논문에서는 기울기하강과 동적터널링이 조합된 학습알고리즘의 다층신경망을 이용한 고신회성의 회귀분석 모델을 제안하였다. 기울기하강은 빠른 수렴속도의 최적화가 가능하도록 하기 위함이고, 동적터널링은 국소최적해를 만났을 때 이를 벗어난 새로운 연결가중치를 설정하여 전역최적해로 수렴되도록 하기 위함이다. 또한 대용량의 입력 데이터를 통계적으로 독립인 특징들의 집합으로 변환시키는 주요성분분석 기법의 속성을 살려 학습데이터의 차원을 감소시킴으로서 고차원의 학습데이터에 따른 회귀분석 모델의 제약도 동시에 해결하였다. 제안된 기법의 신경망을 3개의 독립변수 패턴을 가진 암모니아 제조공정문제와 10개의 독립변수 패턴을 가진 자동차 연비문제에 각각 적용하여 시뮬레이션한 결과, 기존의 역전과 알고리즘의 신경망이나 주요성분분석에 의한 차원을 감소시키지 않은 학습패턴을 이용한 신경망보다 각각 더욱 우수한 학습성능과 회귀성능이 있음을 확인할 수 있었다. 또한 학습패턴의 영평균 정규화로 회귀용 신경망의 성능을 더욱 더 개선하였다.

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An Efficient Interferometric Radar Altimeter (IRA) Signal Processing to Extract Precise Three-dimensional Ground Coordinates (정밀 3차원 지상좌표 추출을 위한 IRA의 효율적인 신호처리 기법)

  • Lee, Dong-Taek;Jung, Hyung-Sup;Yoon, Geun-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.5
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    • pp.507-520
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    • 2011
  • Conventional radar altimeter system measured directly the distance between the satellite and the ocean surface and frequently used by aircraft for approach and landing. The radar altimeter is good at flat surface like sea whereas it is difficult to determine precise three dimensional ground coordinates because the ground surface, unlike ocean, is very indented. To overcome this drawback of the radar altimeter, we have developed and validated the interferometric radar altimeter signal processing which is combined with new synthetic aperture and interferometric signal processing algorithm to extract precise three-dimensional ground coordinates. The proposed algorithm can accurately measure the three dimensional ground coordinates using three antennas. In a set of 70 simulations, the averages of errors in x, y and z directions were approximately -0.40 m, -0.02 m and 4.22 m, respectively and the RMSEs were about 3.40 m, 0.30 m and 6.20 m, respectively. The overall results represent that the proposed algorithm is effective for accurate three dimensional ground positioning.

Texture Cache with Automatical Index Splitting Based on Texture Size (텍스처의 크기에 따라 인덱스를 자동 분할하는 텍스처 캐시)

  • Kim, Jin-Woo;Park, Young-Jin;Kim, Young-Sik;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.57-68
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    • 2008
  • Texture Mapping is a technique for adding realism to an image in 3D graphics Chip. Bilinear filtering mode of this technique needs accesses of 4 texels to process one pixel. In this paper we analyzed the access pattern of texture, and proposed the high performance texture cache which can access 4 texels simultaneously. We evaluated using simulation results of 3D game(Quake 3, Unreal Tournament 2004). Simulation results show that proposed texture cache has high performance on the case where physical size is less then or equal 8KBytes.

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Analysis on motions characteristics of Floaters using two-dimensional Boundary Element Method (2차원 경계요소법을 이용한 부유체의 운동 특성 연구)

  • Baek, Mi-Seon;Seong, Yu-Chang
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2013.06a
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    • pp.136-138
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    • 2013
  • Current, standards light buoys as maritime traffic safety facilities have 10 different types of buoys and the smallest size of those is 4.4m. Therefore, making for easy replacement and repair parts for the type of small light buoys is proposed. Meanwhile, position reliability of floaters by external forces in the environment fall and stability examination should be considered for prohibiting accidents as loss. In this paper, a new light buoy is analyzed on Encounter Frequency types using commercial program and fluid forces is simulated on cross-sectional shape of the float using two-dimensional Boundary Element Method(BEM).

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

  • Choi, Young-Hwan;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.18 no.3
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    • pp.29-36
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    • 2017
  • In these days, 3D dynamic simulation is closely related to many industries. In the past, physically-based 3D simulation was used mainly in the car crash or construction related fields, but it also plays an important role in movies or games today. Many mathematical computations are needed to represent the 3D object realistically, but it is difficult to process a large amount of calculations for simulation of application based on CPU in real-time. Recently, with the advanced graphic hardware and improved architecture, GPU can be utilized for the general purposes of computation function as well as graphic computation. Many approaches using GPU have been applied for various research fields. In this paper, we analyze the performance variation of two cloth simulation algorithms based on GPU according to the change of execution properties of GPU shaders in oder to optimize the performance of GPU-based cloth simulation. Cloth simulation is implemented by the spring centric algorithm and node centric algorithm with GPU parallel computing using compute shader of GLSL 4.3. We compare the performance of between these algorithms according to the change of the size and dimension of work group. The experiment is repeated to 10 times during 5,000 frames for each test and experimental results are provided by averaging of FPS. The experimental result shows that the node centric algorithm is executed in higher speed than the spring centric algorithm.

Quadrangular Splatting based on SPH (SPH 기반의 사각 스플렛팅 가시화 기법)

  • Shin, Seung-Ho;Yoon, Jong-Chul;Lee, Jung;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.4
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    • pp.27-33
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    • 2008
  • Physics-based graphic techniques are used when simulating and rendering natural phenomena such as smoke, water and flame with computational physics. We propose novel methods which render simulated particle data fast onto 3D using tetrahedron splat. We calculate the position and the normal vector of splat by SPH(smoothed particle hydrodynamics) method then we reconstruct splat into quadrangular pyramid to reduce seam. We implement this technique for SPH fluid simulation, and animate natural flow of water successfully.

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VLSI Array Architecture for High Speed Fractal Image Compression (고속 프랙탈 영상압축을 위한 VLSI 어레이 구조)

  • 성길영;이수진;우종호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.4B
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    • pp.708-714
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    • 2000
  • In this paper, an one-dimensional VLSI array for high speed processing of fractal image compression algorithm based the quad-tree partitioning method is proposed. First of all, the single assignment code algorithm is derived from the sequential Fisher's algorithm, and then the data dependence graph(DG) is obtained. The two-dimension array is designed by projecting this DG along the optimal direction and the one-dimensional VLSI array is designed by transforming the obtained two-dimensional array. The number of Input/Output pins in the designed one-dimensional array can be reduced and the architecture of process elements(PEs) can he simplified by sharing the input pins of range and domain blocks and internal arithmetic units of PEs. Also, the utilization of PEs can be increased by reusing PEs for operations to the each block-size. For fractal image compression of 512X512gray-scale image, the proposed array can be processed fastly about 67 times more than sequential algorithm. The operations of the proposed one-dimensional VLSI array are verified by the computer simulation.

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