• Title/Summary/Keyword: Physics based simulation

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A study on game physics engine focused on real time physics (물리 엔진에 관한 고찰 : 실시간 물리 기술을 중심으로)

  • Ha, You-Jong;Park, Kyoung-Ju
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.43-52
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    • 2009
  • This paper analyzes the four game physics engines in terms of real time techniques. Real time physics is the technology that simplifies the physics-based simulation to apply for the real time applications such as game. Our study includes two commercial physics engines, Havok's Physics SDK and NVIDIA's PhysX SDK, and two open source projects, Open Dynamics Engine and Bullet physics engine. As a result, most of them covers rigid body dynamics and some include either deformable body simulation or fluids simulation, or both. For real time simulation, they adopt the simplified numerical methods, the effective in collision detection/response, and also use the parallel processing hardwares, i.e., multi core CPU, Physics processing unit(PPU), or graphics processing unit(GPU).

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Particle-based simulation of proton therapy for QA

  • Yasuoka, Kiyoshi
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 1999.11a
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    • pp.69-72
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    • 1999
  • We present a method of quality assurance (QA) for dose and dose distribution anticipated in treatment planning at proton therapy using a particle-based simulation method.

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Virtual Domino: Interactive Physics Simulation and Experience

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.954-959
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    • 2006
  • Virtual Reality simulation enables immersive 3D experience of a Virtual Environment. A simulation-based VE can be used to map real world phenomena into virtual experience. This research studies on the use of Newton's physics law to demonstrate the effects of forces upon object's falling movement, and their effects towards other fallible objects. A reconfigurable simulation enables users to reconfigure the parameters of the objects involved in the simulation, so that they can see different effects from the different configurations, such as force magnitude and distance between objects. This concept is suitable for a classroom learning of physics law. Preliminary implementation is done on a PC with a joystick for 4DOF movement. The graphics is implemented by SGI OpenGL Performer. A middleware called NAVERLib that consists of Performer's modules for easy XML-based configuration is used for management of visualization, network and devices connection, and where the engine of this domino simulation is attached.

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Comparative simulation of microwave probes for plasma density measurement and its application

  • Kim, Dae-Ung;Yu, Sin-Jae;Kim, Si-Jun;Lee, Jang-Jae;Kim, Gwang-Gi;Lee, Yeong-Seok;Yeom, Hui-Jung;Lee, Ba-Da;Kim, Jeong-Hyeong;O, Wang-Yeol
    • Proceedings of the Korean Vacuum Society Conference
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    • 2016.02a
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    • pp.185.2-185.2
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    • 2016
  • The plasma density is an essential plasma parameter describing plasma physics. Furthermore, it affects the throughput and uniformity of plasma processing (etching, deposition, ashing, etc). Therefore, a novel technique for plasma density measurement has been attracting considerable attention. Microwave probe is a promising diagnostic technique. Various type of cutoff, hairpin, impedance, transmission, and absorption probes have been developed and investigated. Recently, based on the basic type of probes, modified flat probe (curling and multipole probes), have been developing for in situ processing plasma monitoring. There is a need for comparative study between the probes. It can give some hints on choosing the reliable probe and application of the probes. In this presentation, we make attempt of numerical study of different kinds of microwave probes. Characteristics of frequency spectrum from probes were analyzed by using three-dimensional electromagnetic simulation. The plasma density, obtained from the spectrum, was compared with simulation input plasma density. The different microwave probe behavior with changes of plasma density, sheath and pressure were found. To confirm the result experimentally, we performed the comparative experiment between cutoff and hairpin probes. The sheath and collision effects are corrected for each probe. The results were reasonably interpreted based on the above simulation.

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Analysis of Computational Science and Engineering SW Data Format for Multi-physics and Visualization

  • Ryu, Gimyeong;Kim, Jaesung;Lee, Jongsuk Ruth
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.2
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    • pp.889-906
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    • 2020
  • Analysis of multi-physics systems and the visualization of simulation data are crucial and difficult in computational science and engineering. In Korea, Korea Institute of Science and Technology Information KISTI developed EDISON, a web-based computational science simulation platform, and it is now the ninth year since the service started. Hitherto, the EDISON platform has focused on providing a robust simulation environment and various computational science analysis tools. However, owing to the increasing issues in collaborative research, data format standardization has become more important. In addition, as the visualization of simulation data becomes more important for users to understand, the necessity of analyzing input / output data information for each software is increased. Therefore, it is necessary to organize the data format and metadata for the representative software provided by EDISON. In this paper, we analyzed computational fluid dynamics (CFD) and computational structural dynamics (CSD) simulation software in the field of mechanical engineering where several physical phenomena (fluids, solids, etc.) are complex. Additionally, in order to visualize various simulation result data, we used existing web visualization tools developed by third parties. In conclusion, based on the analysis of these data formats, it is possible to provide a foundation of multi-physics and a web-based visualization environment, which will enable users to focus on simulation more conveniently.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

Collaborative Authoring based on Physics Simulation

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.612-615
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    • 2007
  • This research studies the Virtual Reality simulation of Newton's physics law on rigid body type of objects for physics learning. With network support, collaborative interaction is enabled so that people from different places can interact with the same set of objects in Collaborative Virtual Environment. The taxonomy of the interaction in different levels of collaboration is described as: distinct objects and same object, in which there are same object - sequentially, same object - concurrently - same attribute, and same object - concurrently - distinct attributes. The case studies are the interaction of users in two cases: destroying and creating a set of arranged rigid bodies. We identify a specific type of application for contents authoring with modeling systems integrated with real-time physics and implemented in VR system. In our application called Virtual Dollhouse, users can observe physics law while constructing a dollhouse using existing building blocks, under gravity effects.

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Numerical Simulation of a Forest Fire Spread (산불 전파의 수치 시뮬레이션)

  • Lee, Myung-Sung;Won, Chan-Shik;Hur, Nahm-Keon
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.20 no.2
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    • pp.137-143
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    • 2008
  • In the present study, a forest fire spread was simulated with a three-dimensional, fully-transient, physics-based, computer simulation program. Physics-based fire simulation is based on the governing equations of fluid dynamics, combustion and heat transfer. The focus of the present study is to perform parametric study to simulate fire spread through flat and inclined wildland with vegetative fuels like trees or grass. The fire simulation was performed in the range of the wind speeds and degrees of inclination. From the results, the effect of the various parameters of the forest fire on the fire spread behavior was analyzed for the future use of the simulation in the prediction of fire behavior in the complex terrain.

Dynamic analysis of multi-functional maintenance platform based on Newton-Euler method and improved virtual work principle

  • Li, Dongyi;Lu, Kun;Cheng, Yong;Zhao, Wenlong;Yang, Songzhu;Zhang, Yu;Li, Junwei;Shi, Shanshuang
    • Nuclear Engineering and Technology
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    • v.52 no.11
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    • pp.2630-2637
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    • 2020
  • The structure design of divertor Multi-Functional Maintenance Platform (MFMP) actuated by hydraulic system for China Fusion Engineering Test Reactor (CFETR) was introduced in this paper. The model of MFMP was established according to maintenance requirements. In this paper, Newton-Euler method and the improved virtual work principle were used, the equivalent driving force of each actuator was obtained through the equivalent Jacobian inverse matrix derived from velocity relationship among the components. The accuracy of the model was verified by ADAMS simulation. The stability control of the heavy-duty components driven by hydraulic cylinders based on Newton-Euler method and improved virtual work principle was established.

Lifting off simulation of an offshore supply vessel considering ocean environmental loads and lifting off velocity

  • Jeong, Dong-Hoon;Roh, Myung-Il;Ham, Seung-Ho
    • Ocean Systems Engineering
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    • v.5 no.3
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    • pp.181-198
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    • 2015
  • An OSV (Offshore Support Vessel) is being used to install a structure which is laid on its deck or an adjacent transport barge by lifting off the structure with its own crane, lifting in the air, crossing splash zone, deeply submerging, and lastly landing it. There are some major considerations during these operations. Especially, when lifting off the structure, if operating conditions such as ocean environmental loads and lifting off velocity are not suitable, the collision can be occurred due to the relative motion between the structure and the OSV or the transport barge. To solve this problem, this study performs the physics-based simulation of the lifting off step while the OSV installs the structure. The simulation includes the calculation of dynamic responses of the OSV and the structure, including the collision detection between the transport barge and the structure. To check the applicability of the physics-based simulation, it is applied to a problem of the lifting off step by varying the ocean environmental loads and the lifting off velocity. As a result, it is confirmed that the operability of the lifting off step are affected by the conditions.