• Title/Summary/Keyword: realistic simulation

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Development of a Platform for Realistic Garment Drape Simulation

  • Kim, Sung-Min;Park, Chang-Kyu
    • Fibers and Polymers
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    • v.7 no.4
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    • pp.436-441
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    • 2006
  • An integrated platform for garment drape simulation system has been developed. In this system, garment patterns from conventional two-dimensional CAD systems can be assembled into a three-dimensional garment on a parametrically resizable realistic human body model. A fast and robust particle-based physical calculation engine has been developed for garment shape generation. Then a series of geometric and graphical techniques were applied to create realistic impressions on simulated garments. This system can be used as the rapid prototyping tool for garments in the future quick-response system.

An Internet-based computing framework for the simulation of multi-scale response of structural systems

  • Chen, Hung-Ming;Lin, Yu-Chih
    • Structural Engineering and Mechanics
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    • v.37 no.1
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    • pp.17-37
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    • 2011
  • This paper presents a new Internet-based computational framework for the realistic simulation of multi-scale response of structural systems. Two levels of parallel processing are involved in this frame work: multiple local distributed computing environments connected by the Internet to form a cluster-to-cluster distributed computing environment. To utilize such a computing environment for a realistic simulation, the simulation task of a structural system has been separated into a simulation of a simplified global model in association with several detailed component models using various scales. These related multi-scale simulation tasks are distributed amongst clusters and connected to form a multi-level hierarchy. The Internet is used to coordinate geographically distributed simulation tasks. This paper also presents the development of a software framework that can support the multi-level hierarchical simulation approach, in a cluster-to-cluster distributed computing environment. The architectural design of the program also allows the integration of several multi-scale models to be clients and servers under a single platform. Such integration can combine geographically distributed computing resources to produce realistic simulations of structural systems.

Realistic Simulations on Reverse Junction Characteristics of SiC and GaN Power Semiconductor Devices

  • Wei, Guannan;Liang, Yung C.;Samudra, Ganesh S.
    • Journal of Power Electronics
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    • v.12 no.1
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    • pp.19-23
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    • 2012
  • This paper presents a practical methodology for realistic simulation on reverse characteristics of Wide Bandgap (WBG) SiC and GaN p-n junctions. The adjustment on certain physic-based model parameters, such as the trap density and photo-generation for SiC junction, and impact ionization coefficients and critical field for GaN junction are described. The adjusted parameters were used in Synopsys Medici simulation to obtain a realistic p-n junction avalanche breakdown voltage. The simulation results were verified through benchmarking against independent data reported by others.

Realistic Skin Rendering for 3D Facial Makeup (3차원 얼굴 메이크업을 위한 사실적인 피부 렌더링)

  • Lee, Sang-Hoon;Kim, Hyeon-Joong;Choi, Soo-Mi
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.520-528
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    • 2013
  • Makeup simulation is a tool that tests various makeup methods on a virtual digital face using input and display devices. Although several simulation systems supporting various makeup styles have been recently developed, most systems have many limitations on realistic skin representations because they use 2D facial images. We develope a realistic makeup simulation method which can control skin reflectance and roughness parameters. The method allows a user to simulate makeup applications while changing skin parameters using high-resolution facial data acquired by 3D scanners. Besides we use a point-based shape representation which enables simple and flexible 3D rendering, and provide a more realistic makeup simulation by applying different skin parameters on each part of the face.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Environmental Factors in a Realistic 3D Fishing-Net Simulation

  • Yoon, Joseph;Kim, Young-Bong
    • International Journal of Contents
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    • v.10 no.3
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    • pp.84-89
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    • 2014
  • The mass-spring model has been typically employed in physical-based simulators for clothes or patches. The mass-spring model frequently utilizes equal mass and the gravity factor. The model structure of masses supports a shape applicable to fishing nets. Therefore, to create a simulation model of a fishing net, we consider the mass-spring model and adopt the tidal-current and buoyancy effects in underwater environments. These additional factors lead to a more realistic visualization of fishing-net simulations. In this paper, we propose a new mass-spring model for a fishing-net and a method to simplify the calculation equations for a real-time simulation of a fishing-net model. Our 3D mass-spring model presents a mesh-structure similar to a typical mass-spring model except that each intersection point can have different masses. The motion of each mass is calculated periodically considering additional dynamics. To reduce the calculation time, we attempt to simplify the mathematical equations that include the effect of the tidal-current and buoyancy. Through this research, we expect to achieve a real-time and realistic simulation for the fishing net.

Realistic simulation of reinforced concrete structural systems with combine of simplified and rigorous component model

  • Chen, Hung-Ming;Iranata, Data
    • Structural Engineering and Mechanics
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    • v.30 no.5
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    • pp.619-645
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    • 2008
  • This study presents the efficiency of simulating structural systems using a method that combines a simplified component model (SCM) and rigorous component model (RCM). To achieve a realistic simulation of structural systems, a numerical model must be adequately capturing the detailed behaviors of real systems at various scales. However, capturing all details represented within an entire structural system by very fine meshes is practically impossible due to technological limitations on computational engineering. Therefore, this research develops an approach to simulate large-scale structural systems that combines a simplified global model with multiple detailed component models adjusted to various scales. Each correlated multi-scale simulation model is linked to others using a multi-level hierarchical modeling simulation method. Simulations are performed using nonlinear finite element analysis. The proposed method is applied in an analysis of a simple reinforced concrete structure and the Reuipu Elementary School (an existing structure), with analysis results then compared to actual onsite observations. The proposed method obtained results very close to onsite observations, indicating the efficiency of the proposed model in simulating structural system behavior.

REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY (유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구)

  • Kim, Min Sang;Song, Wook;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.53-62
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    • 2018
  • As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.

Analysis of W-CDMA systems using space-time codes over ITU-R realistic channel model (ITU-R 실측 채널모델에서 시공간 부호를 적용한 W-CDMA 시스템의 성능분석)

  • 김병기;류상진;정호섭;김철성
    • Proceedings of the IEEK Conference
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    • 2003.07a
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    • pp.541-544
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    • 2003
  • In this paper, we analyzed a physical layer of W-CDMA system and a performance of a downlink of W-CDMA system by using the space-time code by computer simulation over the ITU-R realistic channel model. From the results of the simulation, we note that the increase of multi-path components affects the improvement of the system performance because of the effect of the RAKE receiver.

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Efficient application method for materials in Lightscape (Lightscape 에서의 재질에 따른 효과적인 표현방법)

  • Park, Ji-Ae;Chang, Jun-Ho;Choi, An-Seop
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2006.05a
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    • pp.184-188
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    • 2006
  • Lightscape is a visual rendering software enabling higher dimensional 3D image production using rendering as well. However, direct light simulation showed that more realistic feature of material-specific texture or color could be achieved by adjusting options. Accordingly, this study is to generate optimal values of options and achieve more realistic images by varying such values according to individual materials in order to create better quality simulation images using Lightscape.

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