• Title/Summary/Keyword: Simulation game

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Optimization of Material Properties for Coherent Behavior across Multi-resolution Cloth Models

  • Sung, Nak-Jun;Transue, Shane;Kim, Minsang;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.8
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    • pp.4072-4089
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    • 2018
  • This paper introduces a scheme for optimizing the material properties of mass-spring systems of different resolutions to provide coherent behavior for reduced level-of-detail in MSS(Mass-Spring System) meshes. The global optimal material coefficients are derived to match the behavior of provided reference mesh. The proposed method also gives us insight into levels of reduction that we can achieve in the systematic behavioral coherency among the different resolution of MSS meshes. We obtain visually acceptable coherent behaviors for cloth models based on our proposed error metric and identify that this method can significantly reduce the resolution levels of simulated objects. In addition, we have confirmed coherent behaviors with different resolutions through various experimental validation tests. We analyzed spring force estimations through triangular Barycentric coordinates based from the reference MSS that uses a Gaussian kernel based distribution. Experimental results show that the displacement difference ratio of the node positions is less than 10% even if the number of nodes of $MSS^{sim}$ decreases by more than 50% compared with $MSS^{ref}$. Therefore, we believe that it can be applied to various fields that are requiring the real-time simulation technology such as VR, AR, surgical simulation, mobile game, and numerous other application domains.

Movement Simulation on the Path Planned by a Generalized Visibility Graph (일반화 가시성그래프에 의해 계획된 경로이동 시뮬레이션)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.16 no.1
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    • pp.31-37
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    • 2007
  • The importance of NPC's role in computer games is increasing. An NPC must perform its tasks by perceiving obstacles and other characters and by moving through them. It has been proposed to plan a natural-looking path against fixed obstacles by using a generalized visibility graph. In this paper we develop the execution module for an NPC to move efficiently along the path planned on the generalized visibility graph. The planned path consists of line segments and arc segments, so we define steering behaviors such as linear behaviors, circular behaviors, and an arriving behavior for NPC's movements to be realistic and utilize them during execution. The execution module also includes the collision detection capability to be able to detect dynamic obstacles and uses a decision tree to react differently according to the detected obstacles. The execution module is tested through the simulation based on the example scenario in which an NPC interferes the other moving NPC.

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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.

NPC Modeling of Plants for Farm Simulation Game (농장 시뮬레이션을 위한 농작물 NPC 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.939-948
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    • 2020
  • There are many studies to incorporate virtual reality technology into agricultural education. Interest in virtual reality is increasing not only for direct education such as agricultural machinery education but also for indirect education using games. A key technology in virtual reality is to model objects to feel as real as they are. Plants grown on a farm are equally affected by the environment of the farm. Plants also have their independent characteristics. In this paper, we propose a method to model plants in three dimensions in NPC form by reflecting these characteristics. The proposed method implements how individual plants reflect common weather and farm characteristics, and their unique characteristics. Implementation results show that the proposed method is simple but expresses the plants very realistically.

Dynamic Frequency Allocation in OFDMA Cellular Networks (OFDMA 셀룰러 망에서 동적 주파수 할당 방법)

  • Lee, Jong-Chan;Lee, Gi-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.6
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    • pp.2992-2998
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    • 2013
  • The future mobile communication system can support not only voice but also multimedia applications such as data, image and video. It requires greater resources than the voice-oriented mobile system. We propose user and sub-channel priority based resource allocation for mobile multimedia services in the OFDMA systems. Our method is able to guarantee QoS continuity of realtime services and carry the maximum number of non-realtime subscriber. Simulation is focused on total throughput and blocking rate. The simulation results show that our proposed method provides a better performance than the conventional method.

Real-time Flocking Simulation through RBF-based Vector Field (방사기저함수(RBF) 기반 벡터 필드를 이용한 실시간 군집 시뮬레이션)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2937-2943
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    • 2013
  • This paper introduces a real-time flocking simulation framework through radial basis function(RBF). The proposed framework first divides the entire environment into a grid structure and then assign a vector per each cell. These vectors are automatically calculated by using RBF function, which is parameterized from user-input control lines. Once the construction of vector field is done, then, flocks determine their path by following the vector field flow. The collision with static obstacles are modeled as a repulsive vector field, which is ultimately over-layed on the existing vector field and the inter-individual collision is also handled through fast lattice-bin method.

Researches on division-size unit COA development plan applying Vision 21 (비전21 모델을 활용한 사단급 부대 방책발전 방안 연구)

  • 최연호;김지호
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.11a
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    • pp.3-10
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    • 2003
  • Developments in science and technology based on computer technology influenced military fields and created up-to-date weapons and equipment, and as a result, which is changing the war accomplishing methods of the future warfare. Due to these changes in the war accomplishing methods, the army command centers are requested to make changes in their decision-making process. In other words, they need to apply more scientific methods rather than just build a scheme by the mere analysis of commanders and the staffs as in the past. Consequently, we propose a model, Vision 21 we developed as a war game model for division-size unit analysis use, in the COA development process, which is the most important part in establishing the OPLAN for mission accomplishment. Vision 21, with a comparative analysis of the other COA built in the COA development process, can be applied to making the best COA. Model employment concept can let us choose the best COA, operating war games on condition that the COA of the opposite forces is fixed and ours sequentially opposed against, and with a comparative analysis also. Moreover, if the time available is limited, before establishing several courses, we can apply the COA to the process for making the best decision, analysing in stages or by main phases and not establishing several courses for a special purpose.

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Implementation of Intelligent Agent Based on Reinforcement Learning Using Unity ML-Agents (유니티 ML-Agents를 이용한 강화 학습 기반의 지능형 에이전트 구현)

  • Young-Ho Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.205-211
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    • 2024
  • The purpose of this study is to implement an agent that intelligently performs tracking and movement through reinforcement learning using the Unity and ML-Agents. In this study, we conducted an experiment to compare the learning performance between training one agent in a single learning simulation environment and parallel training of several agents simultaneously in a multi-learning simulation environment. From the experimental results, we could be confirmed that the parallel training method is about 4.9 times faster than the single training method in terms of learning speed, and more stable and effective learning occurs in terms of learning stability.

Sweep-Based Plausible Elastic Deformations

  • Yoon, Seung-Hyun;Lim, Choong-Gyoo;Kim, Myung-Soo
    • ETRI Journal
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    • v.30 no.1
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    • pp.152-154
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    • 2008
  • We present a simple and efficient technique for a plausible elastic deformation of three-dimensional objects. An elastic sweep surface is constructed by interpolating key cross sections with positions, orientations, and boundary shapes determined by physical simulation of simple mass-spring systems. The deformable parts of an object are approximated by the elastic sweep surfaces, and the vertices of the deformable parts are bound to nearby sweep surfaces. As an external force is applied, the corresponding parts of an object change their shapes elastically. We demonstrate the effectiveness of our technique and show its real-time performance on mesh objects.

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Constructing Virtual Environment for Flight Simulators based on Digital Map (지리정보를 이용한 비행 시뮬레이터의 가상환경 구축)

  • 유병헌;한순흥
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.2
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    • pp.148-157
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    • 2004
  • Interactive simulators that simulate mechanical systems are being developed for the purpose of performance evaluation of product design, replacement of physical training, and entertainment game. Use of flight simulator is increasing to reduce risk and cost of physical training, and we need virtual environment which covers large area terrain. We need a method that can reduce development cost and construction time of virtual environment that simulate the real environment. There have been attempts to link GIS or remote sensing field with virtual reality. This paper examines a method that helps to construct virtual environment, and attempts to link geographic information with virtual reality. A construction method of virtual environment based on digital map and satellite image has been studied.