• 제목/요약/키워드: Graphic Simulation

검색결과 430건 처리시간 0.028초

이중 헥사포드 외고정 기구를 이용한 선천성 왜소증 환자의 경골 교정 시뮬레이션 (Computer Simulation of Double Osteotomy in Tibia Using Double-Hexapod External Fixator)

  • 주상민;김윤혁
    • 한국정밀공학회:학술대회논문집
    • /
    • 한국정밀공학회 2004년도 추계학술대회 논문집
    • /
    • pp.916-919
    • /
    • 2004
  • In this paper, we proposed a new method of pre-operative planning for tibial deformity correction using double hexapod external fixator in pseudoacondroplasia. The 3-D computer graphic model of deformed tibia was reconstructed from 3 mm sliced CT data, and CAD model of double hexapod external fixator was developed. The fixator was composed of 170 mm diameter of three rings and 90 mm of twelve struts. The bone deformities and the osteotomy lines for double osteotomy were measured using X-rays, and the necessary joint values to correct the given deformities were obtained by inverse kinematics analysis. The computer graphic simulation was performed to visualize the deformity correction process and evaluate the analysis result. By examining the pre-op and post-op X-rays, the simulation result was in good agreement with the clinical outcomes.

  • PDF

운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로" (A Study on the VR Simulation Program for the Sport of Realistic Trees)

  • 신화현;박대우
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2010년도 춘계학술대회
    • /
    • pp.378-382
    • /
    • 2010
  • 승마, 사격, 골프 등 운동경기에서 현장 화면을 구성하는 배경 그래픽은 경기의 승패를 좌우하는 중요한 요소이다. 하지만 이들 경기는 현장에서 직접 해야 하는 한계성이 있으며, 운동경기의 게임이나 simulation에서는 실시간 운용인 이유로 배경의 사실감 표현이 떨어진다. 본 논문에서는 이 한계성 극복을 위해서 경기 현장에서의 사진을 3d graphic으로 변환하여 모델링 한다. z-depth를 이용한 원근감을 표현하기 위한 특수 기법을 분석 연구하여 운동경기의 VR(virtual reality) simulation 배경 개발에 관한 연구를 한다. 본 연구를 통하여 현장감 있는 운동 경기 VR 배경을 구현 하여 스포츠 과학과 디자인학 발전에 기여하게 될 것이다.

  • PDF

건물 내에서 화재시의 대피 시뮬레이션 설계 및 구현 (Design and Implementation of Evacuation Simulation of Indoor Environment Fire)

  • 장병옥
    • 한국시뮬레이션학회논문지
    • /
    • 제19권2호
    • /
    • pp.1-8
    • /
    • 2010
  • 최근 컴퓨터 하드웨어 및 3D 그래픽의 기술 발전으로 많은 사용자들이 실제와 유사한 3D 그래픽으로 표현되는 것에 관심을 가지고 있다. 이러한 사용자들의 요구가 증대됨에 따라 많은 분야에서 3D 시뮬레이션이 개발 보급되고 있다. 본 논문에서는 3D 그래픽 기술을 활용하여 화재시의 건물 내에서 사람들이 대피하는 시뮬레이션 시스템을 설계하고 구현한다. 본 논문에서는 사람이 화재 시 건물을 탈출할 때 인공지능을 갖기 위해 A* 알고리즘을 사용하였으며, 화재 시에 사람의 탈출에 영향을 미치는 열과 연기를 고려하여 각 사람의 탈출 속도를 계산한다. 본 논문에서 제안하는 대피 시뮬레이션의 효과를 입증하기 위해 실제 건물환경을 모델링하여 적용하였다. 실험결과들을 통해서 본 논문에서 제안한 방법을 통하여 연기의 농도가 짙어질수록 사람의 탈출속도가 감소하는 것과 온도와 연기 농도에 의해 사람이 피해를 입고 사망하는 것을 확인할 수 있다.

ACC 차량의 동특성 해석을 위한 VR 시뮬레이션 시스템 개발 (Development of the VR Simulation System for the Dynamic Characteristics of the Adaptive Cruise Controlled Vehicle)

  • 권성진;장석;윤경한;서명원
    • 한국자동차공학회논문집
    • /
    • 제12권4호
    • /
    • pp.163-172
    • /
    • 2004
  • Nowadays, to analyze the dynamic characteristics of the automotive driving system, the computer simulation linked up with VR(Virtual Reality) technology is treated as the useful method with the improvement of computing ability. In this paper, the VR simulation system has been developed to investigate the driving characteristics of the ASV(Advanced Safety Vehicle) equipped with an ACC(Adaptive Cruise Control) system. For the purpose, VR environment which generates 3D graphic and sound information of the vehicle, the road, the facilities, and the terrain has been organized for the driving reality. Mathematical models of vehicle dynamic analysis including the ACC model have been constructed for computer simulation. The ACC modulates the throttle and brake functions to regulate the vehicle speed so that vehicles could keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamic simulation with the graphic rendering. With the developed VR simulation system, simple scenarios are applied to analyze the dynamic characteristics. It is shown that the VR simulation system could be useful to evaluate the adaptive cruise controlled vehicle on various driving conditions.

로보트 용접 공정 계획을 위한 Graphic Simulation Modeller의 개발 (Development of a Graphic Simulation Modeller for Robot Welding Process Planning)

  • 최병규;정재윤;김동원
    • 대한산업공학회지
    • /
    • 제11권1호
    • /
    • pp.21-32
    • /
    • 1985
  • Presented in this paper is a procedure of developing graphical simulation software for planning robot welding processes. Welding is by far the highest application area for industrial robots, and it has been in great need of such a simulator in designing robot work cells, in justifying the economics of robot welding and in planning robotized welding operations. The model of a robot welding cell consists of four components: They are an welding structure which is a collection of plates to be welded, a positioner to hold the welding structure, a robot with a weld torch, and a set of welding lines (in case of arc welding). Welding structure is modeled by using the reference plane concept and is represented as boundary file which is widely used in solid modeling. Robot itself is modeled as a kinematic linkage system. Also included in the model are such technical constraints as weaving patterns and inclination allowances for each weld joint type. An interactive means is provided to input the welding structure and welding lines on a graphics terminal. Upon completion of input, the program displays the welding structure and welding lines and calculates the center of mass which is used in determining positioner configurations. For a given positioner and robot configuration, the welding line segments that can be covered by the robot are identified, enabling to calculate the robot weld ratio and cycle time. The program is written in FORTRAN for a VAX computer with a Tektronix 4114 graphic terminal.

  • PDF

오프셋 인쇄의 틈새출구에서 공동의 변화에 대한 시뮬레이션 (Computer Simulation for the Cavitation Changes at the Exit of Offset Printing Nip)

  • 윤종태;김윤택;임수만
    • 펄프종이기술
    • /
    • 제46권3호
    • /
    • pp.1-10
    • /
    • 2014
  • Offset paper printing is a promising roll-to-roll technique for color printed materials. Although it is no doubt that understanding ink transfer mechanism in offset printing process is necessary to achieve high printing quality, investing the relationship between inks and substrates at the nip is difficult experimentally due to high printing speed. In this paper, rheological behavior and splitting point of the ink at the nip is studied using package software Ployflow and Flow 3D based on Navier-Stokes equation. Polydimethylsiloxane (PDMS) ink and IGT printability tester were used for an model ink and experiment to compare with that of simulation data, respectively. As a result, higher viscosity at state flow and pressure increased ink transfer due to higher possibility of presence of cavitation at the nip and increase in covering area ratio. These results have shown good agreements with experimental data compared by measuring density of print through.

Hairstyle 변화에 의한 얼굴 이미지 요인과 분석 -Computer Graphic simulation을 이용하여 - (The Factor and Analysis on the Face Image to Hairstyle Variation - using by Computer Graphic Simulation-)

  • 도주연;권영숙
    • 한국의류학회지
    • /
    • 제16권3호
    • /
    • pp.243-250
    • /
    • 1992
  • The purposes of this research were to analyze factor structure and the face image to hairstyles which was made by Computer graphic simulation. To select ten hairstyle, a standard face selected between women of $20\~25$ years, and four factor (straight, curl, hair length, front hair, part hair) which were made of stand of hairstyle were applied. The results were as follows; 1 face image factor by hairstyle variation were found to five factor; negative and pogitive, indivisuality, youthfulness, unbanity, intelligence. 2. The result of analysis to face image by hairstyle factor were (1) In the hair state, straight hair was explained by the youthful, pure, decent image than curl. (2) In the hair length, the longer hair was explained by the more feminine, softness image. The shorter hair was explained by the more vigorous, youthful image. (3) In the presence of front hair, bang hair was explained by the commonness, moderate, classical image than all back hair (4) In the part hair, part hair was explained by the modern and unbanity image than no part hair.

  • PDF

Graphic Simulator for Analyzing the Remote Operation of the Advanced Spent Fuel Conditioning Process

  • Song, Tai-Gil;Kim, Sung-Hyun;Lee, Jong-Ryul;Yoon, Ji-Sup
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2003년도 ICCAS
    • /
    • pp.1319-1322
    • /
    • 2003
  • KAERI is developing the Advanced Spent Fuel Conditioning Process (ACP) as a pre-disposal treatment process for spent fuel. Equipment used for such a spent fuel recycling and management process must operate in intense radiation fields as well as in a high temperature. Therefore, remote maintenance has a played a significant role in this process because of combined chemical and radiological contamination. Hence suitable remote handling and maintenance technology needs to be developed along with the design of the process concepts. To do this, we developed the graphic simulator for the ACP. The graphic simulator provides the capability of verifying the remote operability of the process without fabrication of the process equipment. In other words, by applying virtual reality to the remote maintenance operation, a remote operation task can be simulated in the graphic simulator, not in a real environment. The graphic simulator will substantially reduce the cost of the development of the remote handling and maintenance procedure as well as the process equipment, while at the same time producing a process and a remote maintenance concept that is more reliable, easier to implement, and easier to understand.

  • PDF

건설 차량 실시간 그래픽 주행 시뮬레이터 (A Real-Time Graphic Driving Simulator of the Construction Vehicle)

  • 손권;최경현;유창훈
    • 한국정밀공학회지
    • /
    • 제16권7호
    • /
    • pp.109-118
    • /
    • 1999
  • A graphic software is one of the most important components of the vehicle simulator. To increase a visual reality of the simulator, the graphic software should require several technologies such as three-dimensional graphics, graphic modeling of the vehicle and the environment, drivers biomechanical models, and real-time data processing. This study presents a real time graphic driving simulator of a construction vehicle. The graphic simulator contains the three models of the construction vehicle, the human, and the environment, and employes a neural network approach to decrease an on-line dynamic computation. An excavator model is represented using an object-oriented paradigm and contains the detailed information about a real-size vehicle. The human model is introduced for objective visual evaluations of the developed excavator model. Since the environment model plays an important role in a real-time simulator, a block-based approach is implemented and a text format is utilized for easier construction of environment. The simulation results are illustrated in order to demonstrate the applicability of developed models and the neural network approach.

  • PDF

촉각시스템을 이용한 실시간 가상환경제어 (The Real-Time Virtual Environment Control Using Haptic Interface System)

  • 강원찬;김영동
    • 전기학회논문지P
    • /
    • 제52권3호
    • /
    • pp.121-126
    • /
    • 2003
  • In this paper, we propose the haptic system for the real-time virtual environment-control, which controls the sense of sight, hearing and touch. In order to maintain the stable haptic system in this study, we apply the proxy force rendering algorithm and the real-time graphic deformation algorithm based on the FEM. The applied proxy algorithm makes the system possible to be more stable and prompt with a virtual object. Moreover, the haptic rendering algorithm is applied to work out a problem that the tactual transaction-period is different from the graphic transaction- period. The graphic deformation algorithm is developed in the real-time using the deformed FEM. To apply the FEM, a deformed material-model is produced and then the graphic deformation with this model is able to force. Consequently, the graphic rendering algorithm is deduced by the real-time calculation and simplification because the purpose of this system is to transact in the real time. Applying this system to the PC, we prove that it is possible to deform the graphics and transact the haptic. Finally we suggest the variable simulation program to show the efficiency of this system.