• Title/Summary/Keyword: Graphic Engine

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A New Methodology for Advanced Gas Turbine Engine Simulation

  • M.S. Chae;Y.C. Shon;Lee, B.S.;J.S. Eom;Lee, J.H.;Kim, Y.R.;Lee, H.J.
    • Proceedings of the Korean Society of Propulsion Engineers Conference
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    • 2004.03a
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    • pp.369-375
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    • 2004
  • Gas turbine engine simulation in terms of transient, steady state performance and operational characteristics is complex work at the various engineering functions of aero engine manufacturers. Especially, efficiency of control system design and development in terms of cost, development period and technical relevance implies controlling diverse simulation and identification activities. The previous engine simulation has been accomplished within a limited analysis area such as fan, compressor, combustor, turbine, controller, etc. and this has resulted in improper engine performance and control characteristics because of limited interaction between analysis areas. In this paper, we propose a new simulation methodology for gas turbine engine performance analysis as well as its digital controller to solve difficulties as mentioned above. The novel method has particularities of (ⅰ) resulting in the integrated control simulation using almost every component/module analysis, (ⅱ) providing automated math model generation process of engine itself, various engine subsystems and control compensators/regulators, (ⅲ) presenting total sophisticated output results and easy understandable graphic display for a final user. We call this simulation system GT3GS (Gas Turbine 3D Graphic Simulator). GT3GS was built on both software and hardware technology for total simulation capable of high calculation flexibility as well as interface with real engine controller. All components in the simulator were implemented using COTS (Commercial Off the Shelf) modules. In addition, described here includes GT3GS main features and future works for better gas turbine engine simulation.

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A Study on Improving Graphic Rendering Engine for Visualization of Ship Handling Simulation (선박 운항 시뮬레이션 가시화를 위한 그래픽 렌더링 엔진 기술의 개선 방향)

  • Hwang, Ho-Jin;Mun, Du-Hwan
    • Journal of Navigation and Port Research
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    • v.34 no.3
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    • pp.153-160
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    • 2010
  • Simulation visualization technology is an important constituent through which users directly interact with simulators. Simulator users have a needs for more fast, realistic and intuitive visualization. Though hardware-related performances such as computing power and visual equipment have been grown, the limits have existed in graphics rendering engines generally used in marine simulator up to now. This paper has focused on the review of graphic rendering engines available for simulation visualization. We had deduced system requirements for visualization of ship handling simulation, had surveyed graphic rendering engines as commercial and open source, and analyzed strengths and weakness of them. The feasibility study for simulation visualization of tug-barge transportation with an open source graphics rendering engine(OGRE3D) has been demonstrated.

Design of Transformation Engine for Mobile 3D Graphics (모바일 3차원 그래픽을 위한 기하변환 엔진 설계)

  • Kim, Dae-Kyoung;Lee, Jee-Myong;Lee, Chan-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.10
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    • pp.49-54
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    • 2007
  • As digital contents based on 3D graphics are increased, the requirement for low power 3D graphic hardware for mobile devices is increased. We design a transformation engine for mobile 3D graphic processor. We propose a simplified transformation engine for mobile 3D graphic processor. The area of the transformation engine is reduced by merging a mapping transformation unit into a projective transformation unit and by replacing a clipping unit with a selection unit. It consists of a viewing transformation unit a projective transformation unit a divide by w nit, and a selection unit. It can process 32 bit floating point format of the IEEE-754 standard or a reduced 24 bit floating point format. It has a pipelined architecture so that a vertex is processed every 4 cycles except for the initial latency. The RTL code is verified using an FPGA.

A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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An Adaptive Z-buffer Algorithm for PDA Platform (PDA 플랫폼을 위한 적응형 Z-버퍼 알고리즘)

  • Kim Dae-Young;Kim Hyo-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.41-50
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    • 2006
  • This paper aims to improve the efficiency of a 3D-graphic software engine in a PDA platform and the performance of a rasterizer. There are many problems in implementing a software engine in a mobile platform, due to its relatively weak processing power. Taking the advantages and complementing weaknesses of the depth-sort algorithm and the Z-buffer algorithm, we implemented an adaptive Z-buffer algorithm and proved its performance on several PDA platforms. Our algorithm was evaluated to have midway speed compared with two conventional algorithms. It also removed reversal errors in comparison with the depth-sort algorithm.

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Engine Technology Design of On-line 3D Game (온라인 3D 게임의 엔진 테크놀러지 디자인)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.579-586
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    • 2007
  • The process of developing a online 3D game engine involves designing details of the engine, alpha test, adjustment, supplementation, beta test and introduction, and an online 3D game engine is made of a server engine and client engine. The server engine, which is made of server construction part, distribution center and DB construction part for building asymmetric multiple servers, is developed by Linux, and the client engine, which is made of a graphic part, sound part, AI part and object management part, is developed by using DirectX in Windows, and it proposes an engine configuration and method based on 3D engine technology by analyzing the network technology, which is a common engine technology.

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A Case Study of Vibration Reduction of Helicopter Development Configuration Using Graphic Analysis and Desirability Function (그래프 분석과 호감도 함수를 이용한 헬리콥터 개발형상의 진동저감 사례)

  • Kim, Se Hee;Lee, Gun Myung;Shin, Byung Cheol;Byun, Jai Hyun
    • Journal of Korean Society for Quality Management
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    • v.43 no.3
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    • pp.341-358
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    • 2015
  • Purpose: This paper presents graphic methods and desirability function approach to determine best vibration reducing configuration for Surion helicopter. Many flight tests were executed and nine vibration levels in cockpit, cabin, and engine room were measured in each test and analyzed to find optimal configuration. Methods: Graphic analysis methods such as matrix, scatter, and box plots are used to identify better vibration-reducing flight test conditions. As an integrated measure of the performance of 9 vibration levels desirability function approach is adopted. Results: Three vibration reducing configurations are found to be proper and one configuration is recommended. Conclusion: It is expected to be helpful to adopt graphic and desirability function methods presented in this paper in developing new products or systems like helicopters. For efficient and effective flight testing of helicopters, it will be necessary to have consistently homogeneous environment for flight testing and applying design of experiments techniques and analyzing test data.

Development of a 3D Brickwork Game Using Java (Java를 이용한 3차원 벽돌 쌓기 게임 개발)

  • Baek, Tae-Gwan;Seo, Sang-Jin;Jeong, Gab-Joong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.121-124
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    • 2007
  • This paper describes the development of a brickwork game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run lava applet program with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, player control module, and thread control module. It uses 3-D array data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances to compare with predetermined construction in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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The Development of the Software for the Powertrain Design Using Graphic User Interface (GUI를 이용한 Powertrain 설계용 소프트웨어 개발)

  • 김인찬;이승종
    • Transactions of the Korean Society of Automotive Engineers
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    • v.4 no.6
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    • pp.205-215
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    • 1996
  • In this paper, the performance analysis of the vehicle with the Ravigneaux type automatic transmission has been carried out using information of engine and drivetrain. It is necessary to understand the overall system including engine, torque converter, clutch, planetary gears, and road load. The equations of motion are derived from dynamic model. The GUI computer simulation program has been developed to analyze the powertrain performance of the vehicle with the Ravigneaux type automatic transmission.

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Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.