• Title/Summary/Keyword: Physics 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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ADVANCES IN MULTI-PHYSICS AND HIGH PERFORMANCE COMPUTING IN SUPPORT OF NUCLEAR REACTOR POWER SYSTEMS MODELING AND SIMULATION

  • Turinsky, Paul J.
    • Nuclear Engineering and Technology
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    • v.44 no.2
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    • pp.103-122
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    • 2012
  • Significant advances in computational performance have occurred over the past two decades, achieved not only by the introduction of more powerful processors but the incorporation of parallelism in computer hardware at all levels. Simultaneous with these hardware and associated system software advances have been advances in modeling physical phenomena and the numerical algorithms to allow their usage in simulation. This paper presents a review of the advances in computer performance, discusses the modeling and simulation capabilities required to address the multi-physics and multi-scale phenomena applicable to a nuclear reactor core simulator, and present examples of relevant physics simulation codes' performances on high performance computers.

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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DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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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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Sensitivity of Typhoon Simulation to Physics Parameterizations in the Global Model (전구 모델의 물리과정에 따른 태풍 모의 민감도)

  • Kim, Ki-Byung;Lee, Eun-Hee;Seol, Kyung-Hee
    • Atmosphere
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    • v.27 no.1
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    • pp.17-28
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    • 2017
  • The sensitivity of the typhoon track and intensity simulation to physics schemes of the global model are examined for the typhoon Bolaven and Tembin cases by using the Global/Regional Integrated Model System-Global Model Program (GRIMs-GMP) with the physics package version 2.0 of the Korea Institute of Atmospheric Prediction Systems. Microphysics, Cloudiness, and Planetary boundary Layer (PBL) parameterizations are changed and the impact of each scheme change to typhoon simulation is compared with the control simulation and observation. It is found that change of microphysics scheme from WRF Single-Moment 5-class (WSM5) to 1-class (WSM1) affects to the typhoon simulation significantly, showing the intensified typhoon activity and increased precipitation amount, while the effect of the prognostic cloudiness and PBL enhanced mixing scheme is not noticeable. It appears that WSM1 simulates relatively unstable and drier atmospheric structure than WSM5, which is induced by the latent heat change and the associated radiative effect due to not considering ice cloud. And WSM1 results the enhanced typhoon intensity and heavy rainfall simulation. It suggests that the microphysics is important to improve the capability for typhoon simulation of a global model and to increase the predictability of medium range forecast.

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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INVESTIGATION OF ENERGETIC DEPOSITION OF Au/Au (001) THIN FILMS BY COMPUTER SIMULATION

  • Zhang, Q. Y.;Pan, Z. Y.;Zhao, G. O.
    • Journal of the Korean Vacuum Society
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    • v.7 no.s1
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    • pp.183-189
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    • 1998
  • A new computer simulation method for film growth, the kinetic Monte Carlo simulation in combination with the results obtained from molecular dynamics simulation for the transient process induced by deposited atoms, was developed. The behavior of energetic atom in Au/Au(100) thin film deposition was investigated by the method. The atomistic mechanism of energetic atom deposition that led to the smoothness enhancement and the relationship between the role of transient process and film growth mechanism were discussed. We found that energetic atoms cannot affect the film growth mode in layer-by-layer at high temperature. However, at temperature of film growth in 3-dimensional mode and in quasi-two-dimensional mode, energetic atoms can enhance the smoothness of film surface. The enhancement of smoothness is caused by the transient mobility of energetic atoms and the suppression for the formation of 3-dimensional islands.

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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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