• Title/Summary/Keyword: graphic simulation

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A Study On The Virtual Space Simulation Expression Using Graphic Process Unit (GPU를 활용한 공간 가상 시뮬레이션 표현에 관한 연구)

  • Kim, Jong-Hyun;Kim, Suk-Tae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.80-83
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    • 2004
  • It is impossible to do real verification on design spaces before their completions due to the characteristics of building and interior space designs. So, in designing spaces, designers should reflect their real experiences in their lives into their design works. 3D games where GPU and other kinds of advanced technologies have bee applied first show their leads in technologies have bee applied first show their leads in technologies about 5 years than VRML. Those games which are produced reflecting real environment as it is could be regarded as the most excellent tool in their completeness level of physical environment due to their characteristics. This means that if 3D game engines employing GPU are used effectively they could be used as a presentation tool for virtual spaces. This study studies the expressions of virtual constructions through 3D game engines employing GPU, not in VRML-based virtual spaces on Webs but in immersion-type virtual spaces.

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Development of a Pre/Post Processor Program for the Analysis of the Passenger Flow based on Discrete Element Method(DEM) (DEM에 기초한 여객유동 해석을 위한 전/후처리 프로그램 개발)

  • Kim, Chi-Gyeom;Won, Chan-Shik;Hur, Nahm-Keon;Nam, Seong-Won
    • Proceedings of the SAREK Conference
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    • 2008.11a
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    • pp.475-480
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    • 2008
  • A pre/post processor program based GUI(Graphic User Interface) by using the MFC and OpenGL library in the Windows OS have been developed for the analysis of the passenger flow. Using this program, users are able to generate and modify the meshes of multi-storied subway station, set all the parameters for the solver, and obtain the results of the simulation such as transient passenger motions and passenger streak lines in 3-dimensional graphic view.

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Graphic Deformation Algorithm for Haptic Interface System (촉각시스템을 위한 그래픽 변형 알고리즘)

  • Kang, Won-Chan;Jeong, Won-Tae;Kim, Young-Dong;Shin, Suck-Doo
    • Proceedings of the KIEE Conference
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    • 2002.06a
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    • pp.67-71
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    • 2002
  • In this paper, we propose a new deformable model based on non-linear elasticity, anisotropic behavior and the finite element method and developed the high-speed controller for haptic control. The proposed controller is based on the PCI/FPGA technology, which can calculate the real position and transmit the force data to device rapidly, The haptic system is composed of 6DOF force display device, high-speed controller and HIR library for 3D graphic deformation algorithm & haptic rendering algorithm. The developed system will be used on constructing the dynamical virtual environment. we demonstrate the relevance of this approach for the real-time simulating deformations of elastic objects. To show the efficiency of our system, we designed simulation program of force-reflecting, As the result of the experiment, we found that the controller has much higher resolution than some other controllers.

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A Design on Rasterizer for the verification in a 3D Graphic Processor (3D 그래픽 프로세서 검증을 위한 래스터라이저 설계)

  • Lee, Mi-Kyoung;Jang, Young Jo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.639-642
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    • 2009
  • When the graphics accelerator for high-quality multimedia content design, hardware verification environment, easy and accurate performance evaluation in an embedded device is required. To work around this is not verified through the simulation waveform analysis to determine the actual calculated graphic images has designed a software rasterizer. Rasterizer is designed for Windows-based environment using the C language implementation of rasterization has a function at each step. Vertex data is entered and the results were verified.

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A Study on Kinematic Evaluation of Hydraulic Schovel Arms by Using a Manipulability Measure (가조작도를 이용한 소형 유압 쇼벨암의 기구평가에 관한 연구)

  • KANG, Soondong;HARA, Kei;HUH, Manjo
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.1
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    • pp.52-57
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    • 1997
  • The paper deals with kinematic evaluation of performance of a hydraulic shovel arm for deburrinhg task. First, a new criteria for evaluation is derived to evaluate accuracy of an ene-effector at each position with- in the movable area of the hydraulic shovel arm. Secondly a graphic evaluation system that displays a map of the criteria for evaluation and a map of the manupulability measure is build. Thirdly, by using by using the sas- tem, a hydraulic shovel arm is kinematically evaluated. Finally, from the comparison of the result obtained from the computer simulation and an experimental result, it is indicated that the derived criteria for evalu- ation and the graphic system are useful.

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Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4120-4132
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    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.

Kinematic and Dnamic Modeling and Analysis for Jerk Simulation of the Excavator (굴삭기의 저크현상 시뮬레이션을 위한 기구동역학 모델링 및 해석)

  • 임홍재;성상준;이규령;유영석;최준업;이동욱;이승구
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 1998.04a
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    • pp.40-44
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    • 1998
  • In this paper, a kinematic and dynamic model for an excavator is presented. A graphic user interface program for kinematic-dynamic analysis for the excavator is developed. To predict the stiffness and damping properties of the joint between the vehicle and the track, a parameter study is executed. Using the predicted joint stiffness and damping, the jerk simulation for the excavator is reproduced. Simulation results are compared with the test results to confirm the validity of the simulation model.

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Dynamics in Carom and Three Cushion Billiards

  • Han Inhwan
    • Journal of Mechanical Science and Technology
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    • v.19 no.4
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    • pp.976-984
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    • 2005
  • This paper presents the analysis results of dynamics in the billiards game within the frame­work of rigid-body mechanics and a numerical simulation program. The friction exists between the ball and the table bed as well as between the ball and the rail. There are three parts in the dynamic behavior of the ball on the table bed; motion of the ball on the table bed, collision between balls, and collision between the ball and the cushion. During the development of the simulation program, the dynamics problems such as rolling motion and three-dimensional frictional impact motion have been analyzed in detail. The theoretical issues are implemented into a viable graphic simulation program and its efficacy is demonstrated through the experi­mental validation of the billiards game. The resulting analysis results are verified quantitatively and qualitatively using high-speed video camera. Through the experimental tests, it was found that the physical parameters such as coefficients of restitution and friction vary according to the motion variables and corresponding empirical formulations were developed. The simulation and experimental results agree well.

Real time simulation on B-spline deformable volume-part I (B-spline volume 변형체의 실시간 시뮬레이션 I)

  • 김현기;조맹효
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2002.10a
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    • pp.62-69
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    • 2002
  • With the development of CUP speed and graphic technology, real-time simulation of deformable object is embossed as an essential issue in engineering field. Recently, it has been applied to the surgical training and game animation with haptic force feedback. But real time simulation of deformable objects is not easy because of the conflicting demands of speed and low latency and physical accuracy. In this study, we present the implementation of boundary element method(BEM) which is combined with the nonuniform B-spline surface. It is working together with the real-time simulation technique and the geometry data is altered by handling control points without preprocessing routine.

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A Case Study of an Activity Based Mathematical Education: A Kernel Density Estimation to Solve a Dilemma for a Missile Simulation

  • Kim, G. Daniel
    • Communications of Mathematical Education
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    • v.16
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    • pp.139-147
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    • 2003
  • While the statistical concept 'order statistics' has a great number of applications in our society ranging from industry to military analysis, it is not necessarily an easy concept to understand for many people. Adding some interesting simulation activities of this concept to the probability or statistics curriculum, however, can enhance the learning curve greatly. A hands-on and a graphic calculator based activities of a missile simulation were introduced by Kim(2003) in the context of order statistics. This article revisits the two activities in his paper and point out a dilemma that occurs from the violation of an assumption on two deviation parameters associated with the missile simulation. A third activity is introduced to resolve the dilemma in the terms of a kernel density estimation which is a nonparametric approach.

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