• Title/Summary/Keyword: Fast Visualization

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Numerical Prediction of Rotor Tip-Vortex Roll-Up in Axial Flights by Using a Time-Marching Free-Wake Method

  • Chung, Ki-Hoon;Na, Seon-Uk;Jeon, Wan-Ho;Lee, Duck-Joo
    • International Journal of Aeronautical and Space Sciences
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    • v.1 no.1
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    • pp.1-12
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    • 2000
  • The wake geometries of a two-bladed rotor in axial flights using a time-marching free-wake method without a non-physical model of the far wake are calculated. The computed free-wake geometries of AH-1G model rotor in climb flight are compared with the experimental visualization results. The time-marching free-wake method can predict the behavior of the tip vortex and the wake roil-up phenomena with remarkable agreements. Tip vortices shed from the two-bladed rotor can interact with each other significantly. The interaction consists of a turn of the tip vortex from one blade rolling around the tip vortex from the other. Wake expansion of wake geometries in radial direction after the contraction is a result of adjacent tip vortices begging to pair together and spiral about each other. Detailed numerical results show regular pairing phenomenon in the climb flights, the hover at high angle of attack and slow descent flight too. On the contrary, unstable motions of wake are observed numerically in the hover at low angle of attack and fast descent flight. It is because of the inherent wake instability and blade-vortex-interaction rather then the effect of recirculation due to the experimental equipment.

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An Efficient Visualization Method for Interactive Volume Rendering (대화식 볼륨 렌더링을 지원하는 효율적인 가시화 방법)

  • Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.1
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    • pp.1-11
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    • 2002
  • In order to widely use volume rendering technology in practical fields, a user should be able to control the classification parameter interactively and extract a meaningful information easily from the 3D data as fast as it can be. Previous work on an accelerating volume rendering reconstructs an isotropic volume from an anisotropic one and classifies in pre-processing time and then renders the classified volume rapidly in run time. But, this traditional step may result in long pre-processing time and no real-time feedback. In this paper, we present an efficient classification and rendering method that allows a user to set the opacity transfer function interactively at rendering time on a personal computer without special-purpose hardware.

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A Case Study of Developing a Subsurface Information and Visualization System Using ArcView (ArcView를 이용한 지하 정보 및 시각화 시스템 구축 사례 연구)

  • Kim, Hyeon-Gyu;Lee, Doo-Sung
    • Geophysics and Geophysical Exploration
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    • v.4 no.4
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    • pp.101-109
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    • 2001
  • In order to develop a spatial information system that can efficiently manage various subsurface data and produce information in a proper form for a user, we established a database of the well cores and built 3-D shapes that visualize the subsurface objects such as wells, ore bodies, tunnels, and mine cavities. We also made analysis tools available for three-dimensional ore bodies constructed here, such as vertical cross-section generator and mass computing tool. This system was developed by coding Avenue, a scripting language incorporated in ArcView, which is a commercial GIS software. Using the system, it is expected that users can make fast and accurate analysis and interpretation through real-time queries and by contemplating various objects in 3-D perspective.

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Fast Triangular Mesh Approximation for Terrain Data Using Wavelet Coefficients (Wavelet 변환 계수를 이용한 대용량 지형정보 데이터의 삼각형 메쉬근사에 관한 연구)

  • 유한주;이상지;나종범
    • Journal of Broadcast Engineering
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    • v.2 no.1
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    • pp.65-73
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    • 1997
  • This paper propose a new triangular mesh approximation method using wavelet coefficients for large terrain data. Using spatio-freguency localization characteristics of wavelet coefficients, we determine the complexity of terrain data and approximate the data according to the complexity. This proposed algorithm is simple and requires low computational cost due to its top-down approach. Because of the similarity between the mesh approximation and data compression procedures based on wavelet transform, we combine the mesh approximation scheme with the Embedded Zerotree Wavelet (EZW) coding scheme for the effective management of large terrain data. Computer simulation results demonstrate that the proposed algorithm is very prospective for the 3-D visualization of terrain data.

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COMPARISON OF DIFFERENT NUMERICAL SCHEMES FOR THE CAHN-HILLIARD EQUATION

  • Lee, Seunggyu;Lee, Chaeyoung;Lee, Hyun Geun;Kim, Junseok
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • v.17 no.3
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    • pp.197-207
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    • 2013
  • The Cahn-Hilliard equation was proposed as a phenomenological model for describing the process of phase separation of a binary alloy. The equation has been applied to many physical applications such as amorphological instability caused by elastic non-equilibrium, image inpainting, two- and three-phase fluid flow, phase separation, flow visualization and the formation of the quantum dots. To solve the Cahn-Hillard equation, many numerical methods have been proposed such as the explicit Euler's, the implicit Euler's, the Crank-Nicolson, the semi-implicit Euler's, the linearly stabilized splitting and the non-linearly stabilized splitting schemes. In this paper, we investigate each scheme in finite-difference schemes by comparing their performances, especially stability and efficiency. Except the explicit Euler's method, we use the fast solver which is called a multigrid method. Our numerical investigation shows that the linearly stabilized stabilized splitting scheme is not unconditionally gradient stable in time unlike the known result. And the Crank-Nicolson scheme is accurate but unstable in time, whereas the non-linearly stabilized splitting scheme has advantage over other schemes on the time step restriction.

Estimation of Wall Wetting Fuel at Intake Port and Model Based Prediction A/F in a S.I. Engine (가솔린 엔진에서 액막 연료량 추정 및 이를 이용한 공연비 예측에 관한 연구)

  • 황승환;이종화;박경석
    • Transactions of the Korean Society of Automotive Engineers
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    • v.7 no.8
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    • pp.116-122
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    • 1999
  • According to the stringent exhaust emission regulation, precise control of air fuel ratio is one of the most important issues on gasoline engine. Although many researches have been carried out to identify the fuel transport phenomena in a port fueled gasoline engine, complexity of fuel film behavior in the intake port makes it difficult. The fuel film behavior was investigated recently by using visualization method and these gave us qualitative understanding. The purpose of this study is to estimate of wall wetting fuel in the intake port and the inducted fuel mass was predicted by using wall wetting fuel model . The model coefficient($\alpha$,$\beta$) and fuel film mass on the port wall were determined from measured in-cylinder HC concentration using FRFID after injection off. The fuel film mass was increased, but $\alpha$(ratio of directly inducted fuel mass into cylinder from injected fuel mass) was decreased with increasing load at the same engine speed. $\beta$is nearly constant value(0.8~0.9). when injected fuel mass is varied at 1500rpm , the calculated air fuel ratio using well wetting fuel model was nearly the same as measured by UEGO.

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A View-Frustum Culling Technique Using OpenGL for Large Polygon Models (OpenGL을 이용한 대용량 Polygon Model의 View-Frustum Culling 기법)

  • Cho, Doo-Yeoun;Jung, Sung-Jun;Lee, Kyu-Yeul;Kim, Tae-Wan;Choi, Hang-Soon;Seong, Woo-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.55-60
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    • 2001
  • With rapid development of graphic hardware, researches on Virtual Reality and 3D Games have received more attention than before. For more realistic 3D graphic scene, objects were to be presented with lots of polygons and the number of objects shown in a scene was remarkably increased. Therefore, for effective visualization of large polygon models like this, view-frustum culling method, that visualizes only objects shown in the screen, has been widely used. In general, the bounding boxes that include objects are generated firstly, and the boxes are intersected with view-frustum to check whether object is in the visible area or not. Recently, an algorithm that can check in-out test of objects using OpenGL's selection mode, which is originally used to select the objects in the screen, is suggested. This algorithm is fast because it can use hardware acceleration. In this study, by implementing and applying this algorithm to large polygon models, we showed the efficiency of OpenGL assisted View-Frustum Culling algorithm. If this algorithm is applied to 3D games that have to process more complicated characters and landscapes, performance improvement can be expected.

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A Study on the Spray, Combustion, and Exhaust Emission Characteristics of Dimethyl-ether (DME) by Experiment and Numerical Analysis (Dimethyl-ether (DME) 연료의 분무, 연소 및 배기 특성에 관한 실험 및 수치해석적 연구)

  • Park, Su-Han;Kim, Hyung-Jun;Lee, Chang-Sik
    • Journal of ILASS-Korea
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    • v.15 no.1
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    • pp.31-37
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    • 2010
  • The aim of this work is to investigate the spray and combustion characteristics of dimethyl-ether (DME) at various injection conditions. The spray characteristics such as spray tip penetration and spray cone angle were experimentally studied from the spray images which obtained from the spray visualization system. Combustion and emissions characteristics were numerically investigated by using KIVA-3V code coupled with Chemkin chemistry solver. From these results, it revealed that DME spray had a shorter spray tip penetration and wider spray cone angle than that of diesel spray due to the low density, low surface tension, and fast evaporation characteristics. At the constant heating value condition, DME fuel showed higher peak combustion pressure and earlier ignition timing, because of high cetane number and superior evaporation characteristics. In addition, the combustion of DME exhausted more $NO_x$ emission and lower HC emission due to the active combustion reaction in the combustion chamber. The result shows that DME had a little soot emission due to its molecular structure characteristics with no direct connection between carbons.

Implementation of Digital Laser Welding Cell for Car Side Panel Assembly (차체 사이드 패널 조립을 위한 디지털 레이저용접 셀 구현)

  • Park Hong Seok;Choi Hung Won;Kang Mu Jin
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.5 s.170
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    • pp.113-120
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    • 2005
  • Because of the turbulent markets and the increasing demand on product quality, the application of new technology to practice is increasingly important. In case of automotive industries, they take interest in laser welding to solve these problems because laser welding has many advantages such as good accessibility, welding quality, fast welding speed and so on. To apply this technology to welding of car body, the data of laser welding are collected through lots of the experiment according to the material, geometry and layer number of welding points. Based on the experiment results and the information of product, i.e. the car side panel, the clustering of stitches for laser welding was carried out and the optimal equipments are selected through the comparison between the requirements of welding and the potential of equipments. Using these results, laser welding cell for the car side panel are configured with the concept of the digital manufacturing, which ensures maximum planning security with visualization and simulation. Finally, the optimal laser welding cell is chosen by the evaluation of alternative cells with assessment criteria.

High Speed SD-OCT System Using GPU Accelerated Mode for in vivo Human Eye Imaging

  • Cho, Nam Hyun;Jung, Unsang;Kim, Suhwan;Jung, Woonggyu;Oh, Junghwan;Kang, Hyun Wook;Kim, Jeehyun
    • Journal of the Optical Society of Korea
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    • v.17 no.1
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    • pp.68-72
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    • 2013
  • We developed an SD-OCT (Spectral Domain-Optical Coherence Tomography) system which uses a GPU (Graphics Processing Unit) for processing. The image size from the SD-OCT system is $1024{\times}512$ and the speed is 110 frame/sec in real-time. K-domain linearization, FFT (Fast Fourier Transform), and log scaling were included in the GPU processing. The signal processing speed was about 62 ms using a CPU (Central Processing Unit) and 1.6 ms using a GPU, which is 39 times faster. We performed an in-vivo retinal scan, and reconstructed a 3D visualization based on C-scan images. As a result, there were minimal motion artifacts and we confirmed that tomograms of blood vessels, the optic nerve, and the optic disk are clearly identified. According to the results of this study, this SD-OCT can be applied to real-time 3D display technology, particularly auxiliary instruments for eye operations in ophthalmology.