• Title/Summary/Keyword: Real-flight simulation

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Prediction Based Dynamic Level of Detail in Flight Simulator (항공시뮬레이터에서 예측 기반의 동적 LOD 적용방안)

  • Kim, DongJin;Lim, Juho;Kim, Ki-Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1363-1368
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    • 2016
  • Fast rendering speed is one of key functions to provide realistic scenes in flight simulator. However, since flight simulator mostly operates with high volume terrain data, rendering speed is reduced and changed very rapidly when it handles file containing too much vertexs. So, previous schemes make use of Level of Details (LOD) scheme to prevent this problem. But, since LOD is applied after the large number of vertexs are detected, transition between scenes is not completely smooth. To solve this problem, in this paper, we propose a new dynamic LOD scheme which controls LOD level in advance through prediction of vertex overload. To verify the proposed scheme, we implement the proposed scheme in our flight simulation through OpenSceneGraph(OSG) and identify the reduced number of vertexs and enhanced Frame Per Second (FPS) by comparing real data with predicted one.

An Improved CNN-LSTM Hybrid Model for Predicting UAV Flight State (무인항공기 비행 상태 예측을 위한 개선된 CNN-LSTM 혼합모델)

  • Hyun Woo Seo;Eun Ju Choi;Byoung Soo Kim;Yong Ho Moon
    • Journal of Aerospace System Engineering
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    • v.18 no.3
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    • pp.48-55
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    • 2024
  • In recent years, as the commercialization of unmanned aerial vehicles (UAVs) has been actively promoted, much attention has been focused on developing a technology to ensure the safety of UAVs. In general, the UAV has the potential to enter an uncontrollable state caused by sudden maneuvers, disturbances, and pilot error. To prevent entering an uncontrolled situation, it is essential to predict the flight state of the UAV. In this paper, we propose a flight state prediction technique based on an improved CNN-LSTM hybrid mode to enhance the flight state prediction performance. Simulation results show that the proposed prediction technique offers better state prediction performance than the existing prediction technique, and can be operated in real-time in an on-board environment.

A FRONTIER OF PARALLEL CFD: REAL-TIME IN-FLIGHT ICING SIMULATION OVER COMPLETE AIRCRAFT

  • Habashi, Wagdi G.
    • 한국전산유체공학회:학술대회논문집
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    • 2010.05a
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    • pp.1-1
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    • 2010
  • With the power of supercomputers increasing exponentially, there is an insatiable need for more advanced multi-disciplinary aerospace CFD simulations. A particular current interest is the 3D viscous turbulent simulation of the highly nonlinear aspects of aero-icing. The applications of CFD in that field are literally light-years behind aerodynamics, with a significant number of users still mired in correlations, or 2D, inviscid, incompressible, and, yes, Panel Methods simulations! Thus, the disparity of tools between aerodynamics and icing departments within an organization leads to a disconnect that makes ice protection a downstream isolated process that is not an integral part of the aerodynamic behavior of an aerospace system (aircraft, rotorcraft, jet engine, UAV, etc.). While 3D RANS has been recently introduced, it is still considered computationally too demanding for industry when wide parametric studies for certification are required. In addition, not unlike the situation in aerodynamics say 20 years ago, naysayers are at every corner claiming that CFD is not reliable and is of limited use.

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전동차 시뮬레이터의 기술사양 분석과 시뮬레이션 기술의 이식성에 관한 고찰

  • 윤석준
    • Proceedings of the Korea Society for Simulation Conference
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    • 1998.03a
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    • pp.78-85
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    • 1998
  • The paper introduces major technical specifications of the Line II railway simulators of Pusan City in Korea. Comparing design specifics of the railway simulators with of the light aircraft Flight Training Device(FTD, the paper reveals commonality of implementation technologies applied to both simulators: Overall configurations and design philosophies are basically the same. In both programs VMEbus computing systems with UNIX are adapted as backbones of the simulators. It is found that the railway simulators are less stringent in real-time requirements than the aircraft FTD, and the railway simulators are designed to be more event-driven and object-oriented. The experiences show that models may be diverse depending on the objects but implementation technologies are about the same. Maximizing portability of implementation technologies is a matter of an organizations strategy of adopting standardized processes and modular technologies available and most economic to them.

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Conceptual Design of Korea Aerospace Research Institute Lunar Explorer Dynamic Simulator

  • Rew, Dong-Young;Ju, Gwang-Hyeok;Kang, Sang-Wook;Lee, Sang-Ryool
    • Journal of Astronomy and Space Sciences
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    • v.27 no.4
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    • pp.377-382
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    • 2010
  • In lunar explorer development program, computer simulator is necessary to provide virtual environments that vehicle confronts in lunar transfer, orbit, and landing missions, and to analyze dynamic behavior of the spacecraft under these environments. Objective of simulation differs depending on its application in spacecraft development cycle. Scope of use cases considered in this paper includes simulation of software based, processor and/or hardware in the loop, and support of ground-based flight test of developed vehicle. These use cases represent early phase in development cycle but reusability of modeling results in the next design phase is considered in defining requirements. A simulator architecture in which simulator platform is located in the middle and modules for modeling, analyzing, and three dimensional visualizing are connected to that platform is suggested. Baseline concepts and requirements for simulator development are described. Result of trade study for selecting simulation platform and approaches of defining other simulator components are summarized. Finally, characters of lunar elevation map data which is necessary for lunar terrain generation is described.

Image-Based Modeling of Urban Buildings Using Aerial Photographs and Digital Maps (항공사진과 수치지도를 이용한 도시 건물의 이미지 기반 모델링)

  • Yoo, Byounghyun;Han, Soonhung
    • Journal of the Korean Association of Geographic Information Studies
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    • v.8 no.1
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    • pp.49-62
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    • 2005
  • The VR (virtual reality) simulator such as helicopter simulation needs virtual environment of existing urban area. But the real urban environment keeps changing. We need a modeling method to make use of the GIS data that are updated periodically. The flight simulation needs to visualize not only buildings in near distance but also a large number of buildings in the far distance. We propose a method for modeling urban environment from aerial image and digital map with a comparatively small manual work. Image based modeling is applied to urban model which considers the characteristic of Korean cities. Buildings in the distance can be presented without creating a lot of polygons. Proposed method consists of the pre-processing stage which prepares the model from the GIS data and the modeling stage which makes the virtual urban environment. The virtual urban environment can be modeled with the simple process which utilizes the height map of buildings.

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COMPUTATIONAL PREDICTION OF ICE ACCRETION AROUND AIR INTAKE OF AIRCRAFT (CFD를 이용한 항공기 공기 흡입구 주위 결빙 예측)

  • Jung, K.Y.;Ahn, G.B.;Jung, S.K.;Myong, R.S.;Cho, T.H.;Shin, H.B.;Jung, J.H.;Choi, Y.H.;Kim, J.H.
    • 한국전산유체공학회:학술대회논문집
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    • 2011.05a
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    • pp.465-468
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    • 2011
  • Ice accretion on aircraft surface can greatly deteriorate the safety of aircraft. In particular, it can be a cause of impediment for aircraft performances such as aerodynamic characteristics, control, and engine. Numerical simulation of icing accretion based on the state-of-art CFD techniques can be alternative to expensive icing wind tunnel test or flight test. In this study, icing conditions are defined in order to predict the ice accretions around the air intake of aircraft. Then the range and amount of ice accretion on the intake in icing wind tunnel were investigated In addition, a study on the size effect of icing wind tunnel was conducted in order to check the compatibility with the real in-flight test environment.

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A Study on Performance Enhancement in Simulation Fidelity Using a Meta Model (메타모델(Meta Model)을 활용한 시뮬레이터 구현충실도 향상 연구)

  • Cho, Donghyurn;Kwon, Kybeom;Seol, Hyunju;Myung, Hyunsam;Chang, YoungChan
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.42 no.10
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    • pp.884-892
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    • 2014
  • In this paper, a meta model using neural network substituting for the simulator aerodynamic database is proposed to improve simulation fidelity near the critical flight area and real-time performance. It is shown that the accuracy of the meta model is relatively higher than the existing table lookup methods for arbitrary nonlinear database and the calculation speed is also improved for a specific F-16 maneuver simulation. The increase in the number of hidden nodes in the meta model for better accuracy of database representations causes a delay in function generation due to increased time required for computing exponential functions. In order to make up this drawback, we additionally study the fast exponential function method.

Software Design for Aerodynamics Simulation similar to actual Aircraft (항공기 유사게임의 공기역학모의 소프트웨어 설계)

  • Kim, Hyo-Kwan;Choi, Young-Gyu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.6
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    • pp.556-561
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    • 2015
  • The actual aircraft flight training can be done, throw this platform. this paper focuses on identifying the functions with respect to software components in the development of a aerodynamics system, which is based on the functions necessary to develop the real environment aircraft system. It also design activity diagram, concept as well as class diagram. This paper presents the main features and direction of aircraft to be equipped in the future gaming platforms. By designing a pilot platform updates that allow for new aircraft models students can understand exactly what they want and aircraft. this study presents a use case based on the aerodynamic simulation CSU concept to execution.

Implementation of Layered Clouds considering Frame Rate and Reality in Real-time Flight Simulation (비행시뮬레이션에서 프레임율과 현실감을 고려한 계층형 구름 구현 방안)

  • Kang, Seok-Yoon;Kim, Ki-Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.72-77
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    • 2014
  • There are two main technologies to implement cloud effect in flight simulator, cloud modeling using particle system and texture mapping. In former case, this approach may cause a low frame rate while unrealistic cloud effect is observed in latter case. To Solve this problem, in this paper, we propose how to apply fog effect into camera to display more realistic cloud effect with high frame rate. The proposed method is tested with massive terrain database environment through implemented software by using OpenSceneGraph. As a result, compared to texture mapping method, the degree of difference on frame rate is 1 or 2Hz while the cloud effect is significantly improved as realistic as particle system.