• Title/Summary/Keyword: Particle 시뮬레이션

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Wafer Fail Pattern Classification Simulation (웨이퍼 오류 패턴 인식 시뮬레이션)

  • 김상진;한영신;이칠기
    • Journal of the Korea Society for Simulation
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    • v.12 no.3
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    • pp.13-20
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    • 2003
  • Semiconductor Manufacturing has emerged as one of the most important world industries. Even with the highly automated and precisely monitored facilities used to process the complex manufacturing steps in a near particle free environment, processing variations in wafer fabrication still exist. The causes of these variations may arise from equipment malfunctions, delicate and difficult processing steps, or human mistakes. In this paper, we could specify the cause stage and the cause equipment and take countermeasures at a speed by the conventional method, without depending on the experience and skills of the engineer

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Small Particle Detection System by Optical Scattering Effect (광 산란특성을 이용한 미세입자 감지시스템)

  • Kim, Eung-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.3
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    • pp.579-583
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    • 2012
  • We have designed the small particle detection system. The scatteing effect of light was used to detect small particle. The fabricated system consisted of laser diode, lens, pin hole, and photo detector. The aperture, lens, and photo detector were optimized to improve the performance of detection system. The fabricated detection system detected the scattered light by small particle entering into detection system and its response time was fast.

Simulations of the early wake behavior induced by an impulsively started a semicircualr cylinder (급 출발하는 반원형 실린더에 의한 초기 후류거동의 시뮬레이션)

  • Cho Jiyoung;Lee Sanghwan;Jin Dongsik
    • Proceedings of the KSME Conference
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    • 2002.08a
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    • pp.349-352
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    • 2002
  • The time-development of the wake vortices of the unsteady viscous flow past a semicircular cylinder is simulated using the vortex particle methods for direct numerical simulations(DNS). The early wake behaviour of the flow behind an impulsively started a semicircualr cylinder is evaluated for a range of Reynolds numbers between 60 and 200 with opposite body configurations respectively. The diffusion scheme based on the particle strength exchange(PSE) is used to account far the viscous effect accurately. And the vorticity generation algorithm to enforce the no-slip boundary conditions is employed. In order to redistribute particles efficiently on the distorted Lagrangian grid the particle distribution technique is adaptively revised, while maintaining the uniform resolution. The results of the simulations are compared to other experimental results.

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Particle Simulation for Motion of 2-D Floating Body in Waves (파랑중 2차원 부유체 운동해석을 위한 입자법 시뮬레이션)

  • Park, Jong-Chun;Lee, Byung-Hyuk;Jung, Sung-Jun
    • 한국전산유체공학회:학술대회논문집
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    • 2008.03b
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    • pp.630-633
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    • 2008
  • A particle method has been developed for analyzing the motion of 2-D floating body in waves. The particle method is based on the MPS(Moving Particle Semi-implicit) method suggested by Koshizuka et al. (1996), and the flow motion coupled with the motion of floating body can be simulated. The wavemaker and wave absorber are installed at the inflow and outflow boundaries in a computational domain, respectively. The motion characteristics of a floating body is investigated numerically under the various computational conditions.

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Current Trend of Second Phase Particle-grain Boundary Interaction Research using Computer Simulations (컴퓨터 시뮬레이션 기법을 이용한 입계면 - 이상 입자 간 상호작용 모사 연구 동향)

  • Chang, Kunok
    • Journal of Powder Materials
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    • v.27 no.4
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    • pp.339-342
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    • 2020
  • Since the interaction between the second-phase particle and grain boundary was theoretically explained by Zener and Smith in the late 1940s, the interaction of the second-phase particle and grain boundary on the microstructure is commonly referred to as Zener pinning. It is known as one of the main mechanisms that can retard grain growth during heat treatment of metallic and ceramic polycrystalline systems. Computer simulation techniques have been applied to the study of microstructure changes since the 1980s, and accordingly, the second-phase particle-grain boundary interaction has been simulated by various simulation techniques, and further diverse developments have been made for more realistic and accurate simulations. In this study, we explore the existing development patterns and discuss future possible development directions.

Flow Tests of Sandy-Clay Column due to Increasing Water Content and Their Simulation Using Particle Method (함수비 증가에 따른 모래질 점토기둥의 붕괴실험 및 입자법 시뮬레이션)

  • Park, Sung-Sik;Chang, Han
    • Journal of the Korean Geotechnical Society
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    • v.30 no.11
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    • pp.25-37
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    • 2014
  • Clay or sand does not exist alone but various sizes of soil are mixed in the field. In this study, the effect of water content on large deformation of such mixed soils is studied by using soil column tests and a particle method. A soil column with 7 cm in diameter and 13 cm in height, which was made out of kaolinite with sand content of 0, 10, 25, or 50%, was tested for large deformation. Its deformation was monitored with time. While increasing its water content from 40, 60, to 80%, a total of 12 types of soil column tests were carried out. The particle method simulated their deformation with time. A maximum plastic shear modulus, which was a function of undrained shear strength and plasticity index for soils with different water contents, was associated with soil viscosity to simulate large deformation of soil column. When a sand content of soil column was constant, the deformation of soil column increased with increasing water content. When a water content of soil column was constant, large deformation occurred with increasing the sand content. The maximum deformation, which was 22 cm in diameter, was observed in the case of water content of 80% and sand content of 50%. The particle method was able to relatively well simulate such large deformation and stress change of soils.

Particle Filtering based Object Tracking Method using Feedback and Tracking Box Correction (피드백과 박스 보정을 이용한 Particle Filtering 객체추적 방법론)

  • Ahn, Jung-Ho
    • Journal of Satellite, Information and Communications
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    • v.8 no.1
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    • pp.77-82
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    • 2013
  • The object tracking method using particle filtering has been proved successful since it is based on the Monte Carlo simulation to estimate the posterior distribution of the state vector that is nonlinear and non-Gaussian in the real-world situation. In this paper, we present two nobel methods that can improve the performance of the object tracking algorithm based on the particle filtering. First one is the feedback method that replace the low-weighted tracking sample by the estimated state vector in the previous frame. The second one is an tracking box correction method to find an confidence interval of back projection probability on the estimated candidate object area. An sample propagation equation is also presented, which is obtained by experiments. We designed well-organized test data set which reflects various challenging circumstances, and, by using it, experimental results proved that the proposed methods improves the traditional particle filter based object tracking method.

Simulation of Explosion Using the Ideal Viscoelastic Object Yield Condition (이상적인 점탄성체 항복 조건을 이용한 폭발 시뮬레이션)

  • Sung, Su-Kyung;Kim, Gyeong-Su;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.14 no.6
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    • pp.49-58
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    • 2014
  • In particle-based fluid simulation, the yield stress is required for the deformation of the viscoelastic material like gel. von Mises's yield condition has been proposed to implement deformation of viscoelastic objects, but did not express the explosion. Furthermore, von Mises's yield condition is hard to approximate. We propose an ideal yield condition for viscoelastic object that reference from Tresca's yield condition. Unlike conventional particle-based simulation approximate the external power by the deformed length of the object, this paper is approximate the external power by area of the object. We check up that explosion was realistic when a viscoelastic object is compressed under the ideal yield condition.

Particle-Mixing Simulations Using DEM and Comparison of the Performance of Mixing Indices (DEM을 이용한 입자 혼합 시뮬레이션과 혼합지수들의 성능 비교)

  • Cho, Migyung
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.41 no.2
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    • pp.145-152
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    • 2017
  • Mixing of molecular grains having different characteristics is very important in many industries such as the food and pharmaceutical industries. With the development of computer simulations, it is common practice to find the optimal mixing conditions through a simulation before the actual mixing task to estimate the proper level of mixing. Accordingly, there has been an increasing need for a mixing index to measure the mix of particles in the simulation process. Mixing indices, which have been widely used so far, can largely be classified into two types: first is the statistical-based mixing index, which is prepared using the sampling method, and the second is the mixing index that is prepared using all the particles. In this paper, we calculated mixing indices in different ways for the data in the course of mixing the particles using the DEM simulation. Additionally, we compared the performance, advantages, and disadvantages of each mixing index. Therefore, I propose a standard that can be used to select an appropriate mixing index.

Efficient Foam Sound Generation with Screened Clustering Based Sound Synthesis (스크린드 군집화 기반의 사운드 합성을 이용한 효율적인 거품 사운드 생성)

  • Shin, YoungChan;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.553-556
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    • 2022
  • 본 논문에서는 거품 입자를 활용하여 시뮬레이션 장면에 맞는 소리를 효율적으로 합성할 수 있는 기법을 제안한다. 물리 기반 시뮬레이션 환경에서 소리를 표현하는 대표적인 방법은 생성과 합성이다. 사운드 생성의 경우 시뮬레이션 장면마다 물리 기반 접근법을 사용하여 소리를 생성할 수 있는데 계산 시간과 재질 표현의 어려움으로 다양한 시뮬레이션 장면에 대한 소리를 만들어 내기에는 쉽지 않다. 사운드 합성의 경우 소리 데이터를 미리 구축해야 하는 사전 준비가 필요하지만, 한 번 구축하면 비슷한 장면에서는 같은 소리 데이터를 활용할 수 있는 점이 있다. 따라서 본 논문에서는 거품 시뮬레이션의 소리 합성을 위해 소리 데이터를 구축하고 거품 입자의 효율적인 군집화를 통해 계산 시간을 줄이면서 소리의 사실감은 개선할 수 있는 사운드 합성 기법을 제안한다.

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