• Title/Summary/Keyword: Computer Graphics Simulation

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REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY (유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구)

  • Kim, Min Sang;Song, Wook;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.53-62
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    • 2018
  • As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.

Parallel Multi-Monitor Display of Flight Simulation Graphics Using Linux Cluster (리눅스 클러스터를 이용한 비행환경 다중모니터 병렬 그래픽 처리)

  • Kim, Byoung-Soo;Kim, Ki-Young
    • Journal of the Korea Institute of Military Science and Technology
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    • v.9 no.3
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    • pp.20-24
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    • 2006
  • In this paper, our research efforts and activities for displaying flight simulation graphics on multi-monitors connected to a Linux cluster is introduced. In this pilot system graphics rendering as well as view calculation including LOD implementation for each monitor is peformed on each sub-node computer connected to the monitor rather than using an expensive main server. The Linux cluster is constructed by combining general-purpose desktop computers, and MPI library Is used for communication between sub-nodes. It could be concluded from our experience that it is possible to construct a massive multi-monitor display system by adding to the cluster as many sub-node computers and monitors as possible with economic efficiency.

Quadrangulation of Sewing Pattern Based on Recursive Geometry Decomposition (재귀적 기하 분해 방법에 기반한 봉제 패턴의 사각화 방법)

  • Gizachew, Gocho Yirga;Jeong, Moon Hwan;Ko, Hyeong Seok
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.2
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    • pp.1-10
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    • 2016
  • The computational cost of clothing simulation and rendering is mainly depends on the type of mesh and its quality. Thus, quadrilateral meshes are generally preferred over triangular meshes for the reasons of accuracy and efficiency. This paper presents a method of quadrangulating sewing pattern based on the recursive geometry decomposition method. Herein, we proposed two simple improvements to the previous algorithms. The first one deals with the recursive geometry decomposition in which the physical domain is decomposed into simple and mappable regions. The second proposed algorithm deals with the vertex validation in which the invalid vertex classification can be validated.

Networked Virtual Reality Application in Maze Environment (미로 환경에서의 네트워크 가상현실 응용의 구현)

  • Han, Hwak;Koh, Wook;Ha, Soonhoi
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.2
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    • pp.37-44
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    • 1996
  • Networked virtual reality systems provide a consistent virtual world to the users, possibly distributed across long distances, and have been widely applied in the military, entertainment, and architectural areas. Large processing requirements, however, made these systems be mainly researched on the platforms of high-performance graphics workstations. This paper presents several problems when networked virtual reality systems are implemented on commodity PCs: two problems related with 3D graphical processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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Computer Graphic Animation based on Forward Dynamic Simulation (Forward Dynamic 시뮬래이션을 이용한 컴퓨터 그래픽 애니매이션)

  • Park, Jihun
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.1
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    • pp.48-60
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    • 1996
  • This paper present a new technique for doing realistic computer animation. The method is based on forward dynamic simulation and nonlinear problem solving (parameter optimization) technique. Objects are modelled physically and simulated faithfully while satisfying kinematic and geometric constraints. This forward dynamic simulation gives us very realistic motions especially for non-voluntary motions. Then we extend simulation technique to do animation using parameter optimization. The basic idea is to add motion control over the entire animation. The motion control is finding optimal solutions while satisfying user's animation goals. We provide two different animation technique; one is for rigid body without joint actuators and the other is for rigid body with linear joint actuators. To achieve motion control, we convert single simulation to single nonliner function evaluation while either setting initial conditions as variables for the function or allocating control variables in terms of time. This method is presented with two animation examples: dice-magic and human stand-up.

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Real-Time Elastodynamic Deformation of Thin Shell Structures (얇은 쉘 구조의 실시간 동적 탄성 변형)

  • Choi, Min-Gyu;Ko, Hyeong-Seok;Woo, Seung-Yong
    • Journal of the Korea Computer Graphics Society
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    • v.12 no.1
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    • pp.21-25
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    • 2006
  • This paper proposes a real-time simulation technique for thin shells undergoing large deformation. Thin shells are almost two-dimensional structures visually well approximated as surfaces, such as leaves, paper sheets, hats, aluminum cans. Unfortunately accurate simulation of these structures requires one of the most complex formulations in continuum mechanics, shell theory [4]. Moreover, there has not yet been any work reported to produce visually convincing animation of them while achieving real-time performance. Motivated by discrete shells [5] and modal warping [3], we formulate dynamics of thin shells using mass-spring models instead of finite element models, and then apply the modal warping technique to cope with large rotational deformation of thin shells. Experiments show that the proposed technique runs in real-time, and that it can simulate large bending and/or twisting deformations with acceptable realism.

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A Study on Visual Representation of SSR Phenomena using 3-D Graphical Animation (3차원 그래픽 에니메이션을 이용한 SSR현상의 시각적 제시에 관한 연구)

  • Park, I.K.;Lee, J.;Yoon, Y.B.;Kim, T.K.;Song, H.S.;Shin, J.H.
    • Proceedings of the KIEE Conference
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    • 2000.11a
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    • pp.89-91
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    • 2000
  • This paper presents a new method for representing SSR(Subsynchronous Resonanace) Phenomena using 3-D computer graphics animation. A virtual power system simulation environment was made for simulation and visualization of SSR phenomena. It is anticipated that the proposed method would be helpful for the operator training as well as power system education.

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A WEATHERED IMAGE GENERATION METHOD FOR LANDSCAPE SIMULATION

  • Mukai, Nobuhiko;Morino, Masashi;Kosugi, Makoto
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.816-820
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    • 2009
  • In landscape simulatin, it is necessary to express very realistic image generated by computer graphics. One solution is to use texture mapping; however, it needs a lot of work and time to obtain images for texture mapping since there are huge variety of images for buildings, roads, stations and so on, and the landscape image is diverse due to the weather and time. Especially, weathered images such as stain on walls, crack on roads and so forth, are needed to make the landscape image very realistic. These weathered images do not have to be strict so that it saves a lot of work and time for obtaining the images for texture mapping if we can generate a variety of weathered images automatically. Therefore, this paper describes how to generate a variety of weathered images automatically by changing the weathered shape of the original image.

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Real-Time Simulation of Large Rotational Deformation and Manipulation (큰회전 변형 및 조작의 실시간 시뮬레이션)

  • Choi, Min-Gyu;Ko, Hyeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.10 no.1
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    • pp.15-21
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    • 2004
  • This paper proposes a real-time technique for simulating large rotational deformations. Modal analysis based on a linear strain tensor has been shown to be suitable for real-time simulation, but is accurate only for moderately small deformations. In the present work, we identify the rotational component of an infinitesimal deformation, and extend linear modal analysis to track that component. We then develop a procedure to integrate the small rotations occurring al the nodal points. An interesting feature of our formulation is that it can implement both position and orientation constraints in a straightforward manner. These constraints can be used to interactively manipulate the shape of a deformable solid by dragging/twisting a set of nodes, Experiments show that the proposed technique runs in real-time even for a complex model, and that it can simulate large bending and/or twisting deformations with acceptable realism.

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A Case Study of Fluid Simulation in the Film 'Sector 7' (사례연구: 영화 '7광구'의 유체 시뮬레이션)

  • Kim, Sun-Tae;Lee, Jeong-Hyun;Kim, Dae-yeong;Park, Yeong-Su;Jang, Seong-Ho;Hong, Jeong-Mo
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.17-27
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    • 2012
  • In this paper, we describe a case study of the film 'Sector 7' which was produced by technologies applied fluid simulation. For the CG scenes in the movie which include highly detailed fluid motions, we used smoothed particle hydrodynamics(SPH) technique to express subtle movements of seawater from a crashed huge tank, and used hybrid simulation method of particles and levelsets to describe bursting water from a submarine's broken canopy. We also used detonation shock dynamics(DSD) technique for detailed flame simulations to produce a burning monster, the film"s main character. At this point, the divergence-free vortex particle method was applied to conserve the incompressible property of fluids. In addition, we used an upsampling method to achieve more efficient video production. Consequently, we could produce the high-quality visual effects by using the domestic technologies.