This paper presents a framework for distributed simulation that is based on system-theoretic and logical-process concepts. The framework describes a three-part world-view for developing simulation models. These are mo...
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ISBN:
(纸本)1565552687
This paper presents a framework for distributed simulation that is based on system-theoretic and logical-process concepts. The framework describes a three-part world-view for developing simulation models. These are modeling formalisms, abstract simulators, and computational environments. A unified view of time and causality allows for the application of system-theoretic notions of causality within a distributed simulation environment. Within this framework, we introduce a unified notion of causality. Further we describe an approach for developing distributed simulation models which evolve from modeling constructs to simulation algorithms and their implementations. The framework is exemplified using the Discrete EVent System Specification (DEVS) modeling formalism, its abstract simulator, and a parallel algorithm that implements the abstract simulator.
This paper proposed predictive quantization-hased filtering method that uses average speed-based dynamic quantum size to effectively reduce communication overhead that DEVS/HLA-based distributed traffic simulation has...
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ISBN:
(纸本)1565552687
This paper proposed predictive quantization-hased filtering method that uses average speed-based dynamic quantum size to effectively reduce communication overhead that DEVS/HLA-based distributed traffic simulation has. Average speed-based dynamic quantum size monitors dynamically changing road situation at fixed time unit and set vehicles 'average speed to dynamic quantum size. Then it generates individual quantum size offactors such as the distance from the leading vehicle, speed and acceleration that decide traffic models 'behavior by using dynamic quantum size. Therefore, the suggested methodology has an advantage in that it effectively reduces communication overhead among federates of distributed traffic simulation. This paper verified validity of the suggested method by doing distributed modeling the 32km block from East Seoul to Hobup of JOOJ'/GBOO highway in Korea and analyzing the simulation.
We describe an algorithm to generate a manifold mesh from an octree while preserving surface features. The algorithm requires samples of a surface (coordinates) on the octree edges, along with the surface normals at t...
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We describe an algorithm to generate a manifold mesh from an octree while preserving surface features. The algorithm requires samples of a surface (coordinates) on the octree edges, along with the surface normals at those coordinates. The distinct features of the algorithm are: • the output mesh is manifold, • the resolution of the output mesh can be adjusted over the space with octree subdivision, and • surface features are generally preserved. A mesh generation algorithm with this combination of advantages has not been presented before.
We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that specifies all the c...
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We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that specifies all the configurations for a human arm to move from the start to the goal. Our algorithm consists of three modules: spatial search, inverse kinematics, and collision detection. For the search module, instead of searching in joint configuration space like most existing motion planning methods do, we run a direct search in the workspace, guided by a heuristic distance-to-goal evaluation function. The inverse kinematics module attempts to select natural posture configurations for the arm along the path found in the workspace. During the search, candidate configurations will be checked for collisions taking advantage of the graphics hardware-depth buffer. The algorithm is fast and easy to implement. It allows real-time planning not only in static, structured environments, but also in dynamic, unstructured environments. No preprocessing and prior knowledge about the environment is required. Several examples are shown illustrating the competence of the planner at generating motion plans for a typical human arm model with seven degrees of freedom.
The present study describes a Virtual Environment (VE) designed to train individuals to perform the role of a military checkpoint guard. Participants stood guard at a fictitious base in which simulated drivers in vehi...
The present study describes a Virtual Environment (VE) designed to train individuals to perform the role of a military checkpoint guard. Participants stood guard at a fictitious base in which simulated drivers in vehicles would approach seeking entrance. Participants were asked to inspect each vehicle, interact with the drivers, verify their identification, and make a decision to allow the driver to enter the base, to detain the vehicle, or to ask the driver to turn around and leave. The experiment was conducted in a CAVE™ with stereoscopic visual and auditory displays, participant tracking, and voice recognition. The results showed that participants were able to learn quite effectively in the VE with the biggest performance improvements seen in the areas of proper protocol and social influence. These findings suggest that VE technology holds promise for activities that are more like experience-based training and which place a greater emphasis on social interaction skills.
It is quite necessary that an organization’s information network should be equipped with a proper security system based on its scale and importance. One of the effective methods is to use the simulation model for dec...
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Camera calibration is a critical problem in applications such as augmented reality and image based model reconstruction. When constructing a 3D model of an object from an uncalibrated video sequence, large amounts of ...
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Camera calibration is a critical problem in applications such as augmented reality and image based model reconstruction. When constructing a 3D model of an object from an uncalibrated video sequence, large amounts of frames and self occlusions of parts of the object are common and difficult problems. In this paper we present a fast and robust algorithm that uses a divide and conquer strategy to split the video sequence into sub-sequences containing only the most relevant frames. Then a robust stratified linear based algorithm is able to calibrate each of the subsequences to a metric structure and finally the subsequences are merged together and a final nonlinear optimization refines the solution. Examples of real data reconstructions are presented.
More efficient and effective control of supply networks is conservatively worth billions of dollars to the national and world economy. Developing improved control requires simulation of physical flows of materials inv...
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More efficient and effective control of supply networks is conservatively worth billions of dollars to the national and world economy. Developing improved control requires simulation of physical flows of materials involved and decision policies governing these flows. We describe our initial work on modelling each of these flows as well as simulating their integration through the synchronized interchange of data. We show the level of abstraction that is appropriate, formulate and test a representative model, and describe our findings and conclusions.
Scalability of a low-cost, Intel Xeon-based, multi-Teraflop Linux cluster is tested for two high-end scientific applications: Classical atomistic simulation based on the molecular dynamics method and quantum mechanica...
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