• Title/Summary/Keyword: Physics engine

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3D Augmented Reality Streaming System Based on a Lamina Display

  • Baek, Hogil;Park, Jinwoo;Kim, Youngrok;Park, Sungwoong;Choi, Hee-Jin;Min, Sung-Wook
    • Current Optics and Photonics
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    • v.5 no.1
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    • pp.32-39
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    • 2021
  • We propose a three-dimensional (3D) streaming system based on a lamina display that can convey field information in real-time by creating floating 3D images that can satisfy the accommodation cue. The proposed system is mainly composed of three parts, namely: a 3D vision camera unit to obtain and provide RGB and depth data in real-time, a 3D image engine unit to realize the 3D volume with a fast response time by using the RGB and depth data, and an optical floating unit to bring the implemented 3D image out of the system and consequently increase the sense of presence. Furthermore, we devise the streaming method required for implementing augmented reality (AR) images by using a multilayered image, and the proposed method for implementing AR 3D video in real-time non-face-to-face communication has been experimentally verified.

UI & UX Effect Using Physics Engine (물리엔진을 이용한 UI 및 UX 효과)

  • Oh, Young-Hyun;Kim, Woo-Saeng
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.493-496
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    • 2011
  • 최근 소비자가 컴퓨터는 물론 각종 전자기기를 구매하는데 있어 UI(User Interface) 및 UX(User eXperience)가 매우 중요한 요소로 자리 매김하고 있다. 터치스크린이나 각종 센서들이 탑재되고 있는 전자기기에서 볼 수 있듯이 HW의 눈부신 발전과 함께 더불어 UI의 다양성도 확대 되고 있다. 본 논문은 이러한 기대에 부응하기 위해 게임에서 많이 사용되는 물리엔진을 UI에 적용시켜 보았다. 여러 물리엔진들 중에 본 연구에 적합한 Box2D를 채택하여 UI에서 응용 할 수 있는 10가지 모듈을 제시하였으며 활용할 수 있는 예도 제안하였다.

An Unreal Engine Plugin for Text-based Runtime Animation Generation with a Motion Diffusion Model (Motion Diffusion Model 을 활용한 텍스트 기반 언리얼 엔진 런타임 애니메이션 생성 플러그인)

  • Suho Park;Jaehoon Lee;YongHyeon Jo;Haechan Je;Daniel Cha;Hyungjoon Koo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.731-732
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    • 2023
  • 언리얼 엔진 기반의 메타버스나 실시간 게임 환경에서 캐릭터의 맞춤형 동작이 필요한 경우가 있다. 본 논문은 모션 디퓨전 모델을 활용하여 특정 동작을 자동 생성하는 기능을 제공하는 언리얼 엔진 플러그인을 제시한다. 특히 사용자가 텍스트로 신체 동작이나 감정 표현을 기술해 입력값으로 제공하면 서버에서 모션 디퓨전 모델로 애니메이션을 실시간으로 생성한 후, 언리얼엔진 클라이언트에서 후처리하여 사용자의 캐릭터에 실시간으로 적용하는 방식으로 구현했다.

Driving Agent System which uses Intelligent Physics Engine (지능형 물리엔진을 이용한 주행 시스템)

  • Kim, Tae-Hyun;Shin, Dong-Il;Shin, Dong-Kyoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.58-61
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    • 2008
  • 본 논문에서는 물리엔진 기반으로 지능형 주행 시스템을 구현하여 사용자에게 쾌적한 주행 환경을 제공하여 사용자가 즐거움을 느낄 수 있도록 하는 것에 목적을 두고 있다. 이를 위해 시스템 환경 내에서 사용자의 위치 및 회전각을 추출한 다음 유한 상태 머신과 베이즈 이론에 입각하여 구현된 모듈에 입력하여서 분석을 한다. 그리고 모듈에서 나온 분석 결과를 장애물이나 커브 구역에서 제공 함으로서 사용자가 현 위치에 따른 환경을 인지하여 좀 더 나은 주행을 할 수 있도록 하였다. 또한 시스템 내부적으로 분석된 자료가 주행 시스템에 피드백 과정을 통해 입력되어 자동적으로 환경에 적응하여 주행 시간을 단축하는 시스템을 설계 하였고, 일부 기능에 대한 구현을 완료하였다.

Sensitivity Experiments of Vertical Resolution and Planetary Boundary Layer Parameterization Schemes on the Seoul Metropolitan Area using WRF Model (수도권 지역의 고해상도 WRF 모델 기반 연직 해상도 및 경계층 모수화 방안 민감도 실험)

  • Lim, A-Young;Roh, Joon-Woo;Jee, Joon-Bum;Choi, Young-Jean
    • Journal of the Korean earth science society
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    • v.36 no.6
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    • pp.553-566
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    • 2015
  • The effects of vertical resolutions and planetary boundary layer (PBL) physics schemes in a numerical simulation with a very high resolution over the metropolitan area were investigated. The numerical experiments using the Weather Research and Forecast model were conducted from 0000 UTC 25 October to 0000 UTC 26 October 2013. We verified the numerical results against with six hourly observation data from the radiosonde at Seolleung, which was located in southern part of Seoul, and forty three auto weather systems in Seoul. In the experiments of vertical resolutions in low level atmosphere with 44, 50, and 60 layers, which are set to be subdivided particularly under 2 km height. The experiment in 60 layers, which has the highest vertical resolution in this study, showed relatively a clear diurnal variation of PBL heights. Especially, the difference of PBL heights and 10-meter wind fields were mainly seen in the area of high altitude lands for the experiments of vertical resolution. In the sensitivity experiment of PBL schemes such as asymmetric convective model-version 2 (ACM2), Yonsei University (YSU), and Mellow-Yamada-Janjic (MYJ) to the temperature, all three PBL schemes revealed lower temperature than observed profile from the radiosonde in the entire period. The experiments with YSU PBL and ACM2 PBL schemes show relatively less biased in comparison with the experiment of the MYJ PBL scheme.

A VIEW PLASMA MOTION OF HALL EFFECT THRUSTER WITH PARTICLE SIMULATION (입자모사를 통한 HALL EFFECT THRUSTER의 플라즈마 운동 이해)

  • Lee, J.J.;Jeong, S.I.;Choe, W.;Lee, J.S.;Lim, Y.B.;Seo, M.H.;Kim, H.M.
    • Bulletin of the Korean Space Science Society
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    • 2007.10a
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    • pp.139-143
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    • 2007
  • Electric propulsion has become a cost effective and sound engineering solution for many space applications. The success of SMART-1 and MUSES-C developed by European Space Agency (ESA) and Japan Aerospace Exploration Agency (JAXA) each proved that even small spacecraft could accomplish planetary mission with electric propulsion systems. A small electric propulsion system which is Hall effect thruster like SMART-1 is under development by SaTReC and GDPL (Glow Discharge Plasma Lab.) in KAIST for the next microsatellite, STSAT-3. To achieve optimized propulsion system, it is very necessary to understand plasma motions of Hall effect thruster. In this paper, we try to approach comprehensive plasma model with the particle simulation complementary to Particle In Cell (PIC) simulation. We think these two different approaches will help experimenters to optimize Hall effect thruster performances.

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Secondary Action based Dynamic Jiggle-Bone Animation (이차 행동 기반의 다이나믹 지글 본 애니메이션)

  • Park, Sung-Jun;An, Deug-Yong;Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.127-134
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    • 2010
  • The secondary animation technology for the detailed objects including accessories is being studied and applied to the modern game development. The jiggle-bone deformer is used for 3D graphic tools as a technology to create the animation of these objects, but it is disadvantageous in that the real-time modification is difficult and the graphic developers need much time. The secondary animation can also be realized using a physical game engine, but the cost of animation process increases when many objects in a scene of a game are rendered, and it has a low efficiency. This paper proposes a dynamic jiggle-bone animation algorithm, which can be modified in real time and has the similar effect to the physical game engine. To evaluate the performance of the proposed algorithm, tests were conducted with varied number of bones and for the case of one scene with the animation of many jiggle-bones, and the results were adjudged relatively efficient.

A VR-Based Integrated Simulation for the Remote Operation Technology Development of Unmanned-Vehicles in PRT System (자동 운전 PRT 차량의 무선 관제 기술 개발을 위한 가상 환경 기반 통합 시뮬레이터 개발)

  • Park, Pyung-Sun;Kim, Hyun-Myung;Ok, Min-Hwan;Jung, Jae-Il
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.1
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    • pp.43-56
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    • 2013
  • Personal Rapid Transit(PRT), which is one of the next generation convergence transport technology, PRT system requires operation technology for controlling diverse vehicles and dealing with a variety of abnormal driving situations on a large scale trackway structures in expected operational area more efficiently and reliably. Before developing PRT control technology, it is essential that multiple testing procedures stepwise with building small scale test-tracks and develop real unmanned-vehicles. However, it is expected that the experiments demand huge amount of time and physical cost. Thus, simulation in virtual environment is efficient to develop wireless based control technology for multiple PRT vehicles prior to building real-test environment. In this paper, we propose a VR-based integrated simulator which physics engine is applied so that it enables simulation of front-wheel-steering PRT system rather than simple rail track system. The proposed simulator is also developed that it can reflect geographical features, infrastructures and network topology of expected driving region.

Neural Network based Aircraft Engine Health Management using C-MAPSS Data (C-MAPSS 데이터를 이용한 항공기 엔진의 신경 회로망 기반 건전성관리)

  • Yun, Yuri;Kim, Seokgoo;Cho, Seong Hee;Choi, Joo-Ho
    • Journal of Aerospace System Engineering
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    • v.13 no.6
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    • pp.17-25
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    • 2019
  • PHM (Prognostics and Health Management) of aircraft engines is applied to predict the remaining useful life before failure or the lifetime limit. There are two methods to establish a predictive model for this: The physics-based method and the data-driven method. The physics-based method is more accurate and requires less data, but its application is limited because there are few models available. In this study, the data-driven method is applied, in which a multi-layer perceptron based neural network algorithms is applied for the life prediction. The neural network is trained using the data sets virtually made by the C-MAPSS code developed by NASA. After training the model, it is applied to the test data sets, in which the confidence interval of the remaining useful life is predicted and validated by the actual value. The performance of proposed method is compared with previous studies, and the favorable accuracy is found.

Photon dose calculation of pencil beam kernel based treatment planning system compared to the Monte Carlo simulation

  • Cheong, Kwang-Ho;Suh, Tae-Suk;Kim, Hoi-Nam;Lee, Hyoung-Koo;Choe, Bo-Young;Yoon, Sei-Chul
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2002.09a
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    • pp.291-293
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    • 2002
  • Accurate dose calculation in radiation treatment planning is most important for successful treatment. Since human body is composed of various materials and not an ideal shape, it is not easy to calculate the accurate effective dose in the patients. Many methods have been proposed to solve the inhomogeneity and surface contour problems. Monte Carlo simulations are regarded as the most accurate method, but it is not appropriate for routine planning because it takes so much time. Pencil beam kernel based convolution/superposition methods were also proposed to correct those effects. Nowadays, many commercial treatment planning systems, including Pinnacle and Helax-TMS, have adopted this algorithm as a dose calculation engine. The purpose of this study is to verify the accuracy of the dose calculated from pencil beam kernel based treatment planning system Helax-TMS comparing to Monte Carlo simulations and measurements especially in inhomogeneous region. Home-made inhomogeneous phantom, Helax-TMS ver. 6.0 and Monte Carlo code BEAMnrc and DOSXYZnrc were used in this study. Dose calculation results from TPS and Monte Carlo simulation were verified by measurements. In homogeneous media, the accuracy was acceptable but in inhomogeneous media, the errors were more significant.

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