• Title/Summary/Keyword: Bounding Space

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An elastoplastic bounding surface model for the cyclic undrained behaviour of saturated soft clays

  • Cheng, Xinglei;Wang, Jianhua
    • Geomechanics and Engineering
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    • v.11 no.3
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    • pp.325-343
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    • 2016
  • A total stress-based bounding surface model is developed to predict the undrained behaviour of saturated soft clays under cyclic loads based on the anisotropic hardening modulus field and bounding-surface theories. A new hardening rule is developed based on a new interpolation function of the hardening modulus that has simple mathematic expression and fewer model parameters. The evolution of hardening modulus field is described in the deviatoric stress space. It is assumed that the stress reverse points are the mapping centre points and the mapping centre moves with the variation of loading and unloading paths to describe the cyclic stress-strain hysteresis curve. In addition, by introducing a model parameter that reflects the accumulation rate and level of shear strain to the interpolation function, the cyclic shakedown and failure behaviour of soil elements with different combinations of initial and cyclic stresses can be captured. The methods to determine the model parameters using cyclic triaxial compression tests are also studied. Finally, the cyclic triaxial extension and torsional shear tests are performed. By comparing the predictions with the test results, the model can be used to describe undrained cyclic stress-strain responses of elements with different stress states for the tested clays.

Acceleration of Terrain Rendering Using Bounding Box Subdivision (바운딩 박스 세분화를 통한 지형 렌더링의 가속화)

  • Lee, Eun-Seok;Lee, Jin-Hee;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.71-80
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    • 2011
  • Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.

Automatic Fracture Detection in CT Scan Images of Rocks Using Modified Faster R-CNN Deep-Learning Algorithm with Rotated Bounding Box (회전 경계박스 기능의 변형 FASTER R-CNN 딥러닝 알고리즘을 이용한 암석 CT 영상 내 자동 균열 탐지)

  • Pham, Chuyen;Zhuang, Li;Yeom, Sun;Shin, Hyu-Soung
    • Tunnel and Underground Space
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    • v.31 no.5
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    • pp.374-384
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    • 2021
  • In this study, we propose a new approach for automatic fracture detection in CT scan images of rock specimens. This approach is built on top of two-stage object detection deep learning algorithm called Faster R-CNN with a major modification of using rotated bounding box. The use of rotated bounding box plays a key role in the future work to overcome several inherent difficulties of fracture segmentation relating to the heterogeneity of uninterested background (i.e., minerals) and the variation in size and shape of fracture. Comparing to the commonly used bounding box (i.e., axis-align bounding box), rotated bounding box shows a greater adaptability to fit with the elongated shape of fracture, such that minimizing the ratio of background within the bounding box. Besides, an additional benefit of rotated bounding box is that it can provide relative information on the orientation and length of fracture without the further segmentation and measurement step. To validate the applicability of the proposed approach, we train and test our approach with a number of CT image sets of fractured granite specimens with highly heterogeneous background and other rocks such as sandstone and shale. The result demonstrates that our approach can lead to the encouraging results on fracture detection with the mean average precision (mAP) up to 0.89 and also outperform the conventional approach in terms of background-to-object ratio within the bounding box.

Fast Visualization of Soft Objects Using Interval Tree (인터벌트리를 이용한 소프트 물체의 빠른 가시화)

  • Min, Gyeong-Ha;Lee, In-Gwon;Park, Chan-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.1
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    • pp.1-9
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    • 2001
  • We present a scheme and a data structure that decompose the space into adaptive-sized cells to improve the visualization of soft objects. Soft objects are visualized through the evaluation of the field functions at every point of the space. According to the propsed scheme, the affecting soft objects for a point in the space is searched through the data structure called interval tree based on the bounding volume of the components, which represent a soft object whose defining primitive(skeleton) is a simple geometric object such as point or line segment. The bounding volume of each component is generated with respect to the radius of a local field function of the component, threshold value, and the relations between the components and other neighboring components. The proposed scheme can be used in many applications for soft objects such as modeling and rendering, especially in interactive modeling process.

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Design of Unproved Diffie-Hellman Key Agreement Protocol Based on Distance Bounding for Peer-to-peer Wireless Networks (향상된 경계 결정 기반의 Diffie-Hellman 키 일치 프로토콜)

  • Park, Sern-Young;Kim, Ju-Young;Song, Hong-Yeop
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.1C
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    • pp.117-123
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    • 2008
  • We propose an improved Diffie-Hellman(DH) key agreement protocol over a radio link in peer-to-peer networks. The proposed protocol ensures a secure establishment of the shared key between two parties through distance bounding(DB). Proposed protocol is much improved in the sense that we now reduce the number of messages exchanged by two, the number of parameters maintained by four, and 2(7682(k/64)-64) of XOR operations, where k is the length of the random sequence used in the protocol. Also, it ensures a secure reusability of DH public parameters. Start after striking space key 2 times.

A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.

Voronoi Diagram Computation for a Molecule Using Graphics Hardware (그래픽 하드웨어를 이용한 분자용 보로노이 다이어그램 계산)

  • Lee, Jung-Eun;Baek, Nak-Hoon;Kim, Ku-Jin
    • The KIPS Transactions:PartA
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    • v.19A no.4
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    • pp.169-174
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    • 2012
  • We present an algorithm that computes a 3 dimensional Voronoi diagram for a protein molecule in this paper. The molecule is represented as a set of spheres with van der Waals radii. The Voronoi diagram is constructed in the 3D space by finding the voxels containing it. For the feasibility of the computation, we represent the molecule as a BVH (bounding volume hierarchy), and our system is accelerated by modern graphics hardware with CUDA programming support. Compared to single-core CPU implementations, experimental results show 323 times faster performance in the computation time, when the space is partitioned into $2^{24}$ voxels.

Detecting Collisions in Graph-Driven Motion Synthesis for Crowd Simulation (군중 시뮬레이션을 위한 그래프기반 모션합성에서의 충돌감지)

  • Sung, Man-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.1
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    • pp.44-52
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    • 2008
  • In this paper we consider detecting collisions between characters whose motion is specified by motion capture data. Since we are targeting on massive crowd simulation, we only consider rough collisions, modeling the characters as a disk in the floor plane. To provide efficient collision detection, we introduce a hierarchical bounding volume, the Motion Oriented Bounding Box tree (MOBB tree). A MOBBtree stores space-time bounds of a motion clip. In crowd animation tests, MOBB trees performance improvements ranging between two and an order of magnitude.

Performance of a Time-delayed Bilateral Teleoperation: Peg-in-hole and Surface Tracking (양방향 원격 제어 성능 시험: Peg-in-hole 및 표면 추적)

  • Park, Sungjun;Park, Sangsoo;Baek, Sang-Yun;Ryu, Jeha
    • Journal of Institute of Control, Robotics and Systems
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    • v.20 no.8
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    • pp.789-794
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    • 2014
  • This paper presents some real performance of two typical bilateral teleoperation benchmark tasks: peg-in-hole and surface tracking tasks. The tasks are performed by an energy-bounding algorithm in the master control and position-based impedance algorithm in the slave control. Performance is analyzed for the position-force tracking capabilities from free space motion to surface contacting motion. In addition, preliminary user performance is evaluated by measuring the completion time and maximum/average contact forces. The quality of the measured performance is also compared with that of other existing approaches.

A Light-Weight RFID Distance Bounding Protocol (경량 RFID 경계 결정 프로토콜)

  • Ahn, Hae-Soon;Bu, Ki-Dong;Yoon, Eun-Jun;Nam, In-Gil
    • The KIPS Transactions:PartC
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    • v.17C no.4
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    • pp.307-314
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    • 2010
  • Recently, it is proved that contactless smart-card based RFID tags, which is used for proximity authentication, are vulnerable to relay attacks with various location-based attacks such as distance fraud, mafia fraud and terrorist fraud attacks. Moreover, distance bounding protocols have been researched to prevent these relay attacks that can measure the message transmitted round-trip time between the reader and the tag. In 2005, Hancke and Kuhn first proposed an RFID distance bounding protocol based on secure hash function. However, the Hancke-Kuhn protocol cannot completely prevent the relay attacks because an adversary has (3/4)$^n$ attack success probability. Thus, this paper proposes a new distance-bounding protocol for light-weight RFID systems that can reduce to (5/8)$^n$ for the adversary's attack success probability. As a result, the proposed protocol not only can provide high-space efficient based on a secure hash function and XOR operation, but also can provide strong security against the relay attacks because the adversary's attack success probability is optimized to (5/8)$^n$.