• 제목/요약/키워드: realtime simulation

검색결과 169건 처리시간 0.03초

CFD 프로그램 개발자를 위한 메타컴퓨팅 시스템 (The Metacomputing System for CFD Program Developer)

  • 강경우
    • 한국산학기술학회논문지
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    • 제2권1호
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    • pp.43-51
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    • 2001
  • 메타컴퓨팅 시스템은 분산된 컴퓨팅 자원들과 가시화 장비들을 통합하여 사용자가 편리하고 신속하게 작업을 처리할 수 있게 해 주는 환경이다. 본 연구에서는 전산유체역학(CFD : Computational Fluid Dynamics) 프로그램 개발자들을 위한 메타컴퓨팅 시스템을 개발하였다. 본 시스템에서 사용자는 프로그램을 컴퓨팅 자원에 분산시키고 분산환경에서 컴파일 할 수 있으며 프로그램구조에 적합한 컴퓨팅 자원에서 그 결과를 동영상을 통하여 얻을 수 있다. 본 연구에서는 다음과 같이 두 가지 연구를 수행하였다. 전산유체역학 프로그램의 구조를 이용한 자원선정에 대한 연구, 요소시스템 통합연구. 컴퓨팅 자원 선정을 위해 전산유체역학 프로그램의 구조적인 특징을 이용하였고 실시간 가시화를 위하여 기존의 가시화 도구를 수정하여 통합하였다.

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3G 네트워크상에서 정책기반 End-to-End QoS 지원을 위한 DiffServ-aware MPLS (Policy-based End-to-End QoS Provision for 3G Networks Using DiffServ-aware MPLS)

  • 최성구;전경구
    • 한국통신학회논문지
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    • 제31권4B호
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    • pp.349-354
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    • 2006
  • 외부 IP 네트워크와 연동하여 다양한 패킷기반 서비스를 제공하는 3G 네트워크 환경에서 서비스의 end-to-end QoS 제공은 중요한 문제이다. 3GPP 진영은 정책기반 네트워크 자원관리 아키텍처를 표준으로 제안하고 있으며, 실제적으로 정책을 수행하는 수단으로 IntServ와 DiffServ의 사용이 권장되고 있다. 본 논문에서는 DiffServ-aware MPLS를 정책 수행 수단으로 사용하는 것을 제안한다. 이 방식을 이용하면, DiffServ에 의해 트래픽의 QoS를 차별적으로 보장하는 것은 물론, MPLS를 통해 다중 경로를 활용할 수 있어 네트워크 자원 이용도를 높일 수 있다. 이러한 장점들은 실시간 트래픽과 비실시간 트래픽이 동시에 서비스되는 환경에서 제안방식을 시뮬레이션 하여 검증하였다.

굴곡있는 비선형 도로 노면의 최적 인식을 위한 평가 신경망 (A Estimated Neural Networks for Adaptive Cognition of Nonlinear Road Situations)

  • 김종만;김영민;황종선;신동용
    • 한국전기전자재료학회:학술대회논문집
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    • 한국전기전자재료학회 2002년도 추계학술대회 논문집 Vol.15
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    • pp.573-577
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    • 2002
  • A new estimated neural networks are proposed in order to measure nonlinear road environments in realtime. This new neural networks is Error Estimated Neural Networks. The structure of it is similar to recurrent neural networks; a delayed output as the input and a delayed error between the output of plant and neural networks as a bias input. In addition, we compute the desired value of hidden layer by an optimal method instead of transfering desired values by backpropagation and each weights are updated by RLS(Recursive Least Square). Consequently, this neural networks are not sensitive to initial weights and a learning rate, and have a faster convergence rate than conventional neural networks. We can estimate nonlinear models in realtime by the proposed networks and control nonlinear models. To show the performance of this one, we control 7 degree simulation, this controller and driver were proved to be effective to drive a car in the environments of nonlinear road systems.

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통합 서비스 패킷 망을 위한 BDLR 라우팅 알고리즘 (BDLR:A New Routing Algorithm for ISPN)

  • 차미리;이광일;박남훈;김상하
    • 한국정보처리학회논문지
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    • 제4권5호
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    • pp.1308-1318
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    • 1997
  • 본 논문에서는 통합 서비스 패킷 망에서의 통합 서비스들을 효율적으로 지원할 수 있는 새로운 라우팅 알고리즘인 BDLR 알고리즘을 제안한다. BDLR 알고리즘은 통합 서비스에서의 서비스 효율에 중요한 영향을 미치는 상태 정보들인 대역폭, 지연시간, 손실률 정보에 근거한 비용계산 함수를 사용하고 있다. 또한, 시뮬레이션 모델링을 통하여 기존에 제안된 라우팅 알고리즘들과 성능을 비교 분석하였다. 실험 결과는 본 논문에서 제안된 BDLR 알고리즘이 기존의 제안된 알고리즘에 비해 전송 지연시간, Qos 요구 사항의 만족정도, 그리고 트래픽 환경 변화에 따른 적응성 등에서 우수한 결과를 보여준다.

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Data Mining을 이용한 전략시뮬레이션 게임 데이터 분석 (A Study of Analyzing Realtime Strategy Game Data using Data Mining)

  • 용혜련;김도진;황현석
    • 한국게임학회 논문지
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    • 제15권4호
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    • pp.59-68
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    • 2015
  • 정보통신기술의 발달로 빅데이터 분석을 통해 사람들 일상의 기록과 잠재적 요구까지 통찰할 수 있게 되었으며, 우리의 일상 속에서 방대한 정보를 실시간으로 도출하고 있다. 여러 산업이나 기업에서 이미 빅데이터와 결합시켜 비즈니스 등 다양한 분야에 활용하고 있지만 게임 산업에서의 빅데이터 활용은 아직까지 미흡한 실정이다. 이에 본 연구에서는 데이터 마이닝을 기법을 적용하여 전략시뮬레이션 게임 데이터를 분석하였다. 전략시뮬레이션 게임 데이터를 Decision Tree, Random Forest, Multi-class SVM, Linear Regression 분석 기법을 적용하여 게임 유저의 게임수준에 영향을 미치는 요인을 분석하였다. 게임수준을 예측하는데 있어 가장 우수한 성능을 보인 기법과 변수들을 도출하여 게임 디자인과 사용성을 증대시키기 위한 제안을 하고자 한다.

복잡한 도로 상태의 동적 비선형 제어를 위한 학습 신경망 (A Dynamic Neural Networks for Nonlinear Control at Complicated Road Situations)

  • 김종만;신동용;김원섭;김성중
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2000년도 하계학술대회 논문집 D
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    • pp.2949-2952
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    • 2000
  • A new neural networks and learning algorithm are proposed in order to measure nonlinear heights of complexed road environments in realtime without pre-information. This new neural networks is Error Self Recurrent Neural Networks(ESRN), The structure of it is similar to recurrent neural networks: a delayed output as the input and a delayed error between the output of plant and neural networks as a bias input. In addition, we compute the desired value of hidden layer by an optimal method instead of transfering desired values by back-propagation and each weights are updated by RLS(Recursive Least Square). Consequently. this neural networks are not sensitive to initial weights and a learning rate, and have a faster convergence rate than conventional neural networks. We can estimate nonlinear models in realtime by ESRN and learning algorithm and control nonlinear models. To show the performance of this one. we control 7 degree of freedom full car model with several control method. From this simulation. this estimation and controller were proved to be effective to the measurements of nonlinear road environment systems.

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Z-Buffer와 간략화된 모델을 이용한 효율적인 가려지는 물체 제거 기법(Occlusion Culling)에 관한 연구 (A Study on the Efficient Occlusion Culling Using Z-Buffer and Simplified Model)

  • 정성준;이규열;최항순;성우제;조두연
    • 한국CDE학회논문집
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    • 제8권2호
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    • pp.65-74
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    • 2003
  • For virtual reality, virtual manufacturing system, or simulation based design, we need to visualize very large and complex 3D models which are comprising of very large number of polygons. To overcome the limited hardware performance and to attain smooth realtime visualization, there have been many researches about algorithms which reduce the number of polygons to be processed by graphics hardware. One of these algorithms, occlusion culling is a method of rejecting the objects which are not visible because they are occluded by other objects, and then passing only the visible objects to graphics hardware. Existing occlusion culling algorithms have some shortcomings such as the required long preprocessing time, the limitation of occluder shape, or the need for special hardware implementation. In this study, an efficient occlusion culling algorithm is proposed. The proposed algorithm reads and analyzes Z-buffer of graphics hardware using Microsoft DirectX, and then determines each object's visibility. This proposed algorithm can speed up visualization by reading Z-buffer using DirectX which can access hardware directly compared to OpenGL, by reading only the region to which each object is projected instead of reading the whole Z-Buffer, and the proposed algorithm can perform more exact visibility test by using simplified model instead of using bounding box. For evaluation, the proposed algorithm was applied to very large polygonal models. And smooth realtime visualization was attained.

가상환경 제어에서 실시간 그래픽 변형에 관한 연구 (A Study of the real-time graphic deformation algorithm with virtual environment control)

  • 김영수;배철;김아현;박경석;강원찬;김영동
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2003년도 하계학술대회 논문집 D
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    • pp.2265-2267
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    • 2003
  • In this paper, the virtual reality system is tried to developed, which controls not only the sense of sight and hearing but also the sense of touch, In order to develope the sense of touch in this study, the stable tactual transaction system, based on summing up the basic algorithm and theory is embodied. Especially, the graphic deformation algorithm is developed in realtime with using the deformed FEM. To apply the FEM, a deformed material model is produced and then the graphic deformation with this model is able to force. Finally, the graphic transaction algorithm is deduced by the realtime calculation and simplification because the purpose of this system is to transact in real time. The result of this study is that the proposed system is possible to deform the graphics and transact the haptic in real time in PC. The simulation program has been made to prove this result.

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지표면 모델링 및 폴리건 검색기법에 관한 연구 (A Study on Terrain Surface Modeling and Polygon-Searching Algorithms)

  • 공지영;강현주;윤석준
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2002년도 추계학술대회 논문집
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    • pp.163-170
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    • 2002
  • Terrain surfaces have to be modeled in very detail and wheel-surface contacting geometry must be well defined in order to obtain proper ground-reaction and friction forces for realistic simulation of off-road vehicles. Delaunay triangulation is one of the most widely used methods in modeling 3-dimensional terrain surfaces, and T-search is a relevant algorithm for searching resulting triangular polygons. The T-search method searches polygons in successive order and may not allow real-time computation of off-road vehicle dynamics if the terrain is modeled with many polygons, depending on the computer performance used in the simulation. In order to accelerate the searching speed of T-search, a terrain database of triangular polygons is modeled in multi-levels by adopting the LOD (Level of Detail) method used in realtime computer graphics. Simulation results show that the new LOD search is effective in shortening the required computing time. The LOD search can be even further accelerated by introducing an NN (Neural Network) algorithm, in the cases where a appropriate range of moving paths can be predicted by cultual information of the simulated terrain, such as lakes, houses, etc.. Numerical tests show that LOD-NN search almost double the speed of the original T-search.

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도시철도의 완.급행 혼합 운전계획 최적화를 위한 실시간 시뮬레이션 기반 대피역 선정 알고리즘 (An Overtaking-station-selection Algorism Based on Realtime Simulation for the Optimization of Mixed Operation of Express and Regular Trains of Urban Transit)

  • 선현규;류상환;최규형
    • 한국철도학회:학술대회논문집
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    • 한국철도학회 2011년도 정기총회 및 추계학술대회 논문집
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    • pp.490-497
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    • 2011
  • When operating Express and Standard trains, which run with two different scheduled time, in a single line with limited number of side tracks for overtaking standard trains, it is required to have various modeling methodologies and simulations in order to calculate an optimum headway to maximize the capacity of the line with the best scheduled time. Especially it is inevitable that following trains have to slow down or stop in the middle of their operations due to the preceding trains, in case it is inappropriate controlled about either in which station an overtaking should be taken or how long it should be. This study is to analyze TPS data which have been produced with a simulation program which the team has invented to optimize Express and Standard mixed traffic plan and to introduce an algorism which shows detected conflict data, calculates appropriate dwell time after getting overtaken and helps to decide stations for overtaking.

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