2,036 research outputs found

    Modeling wildland fire radiance in synthetic remote sensing scenes

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    This thesis develops a framework for implementing radiometric modeling and visualization of wildland fire. The ability to accurately model physical and op- tical properties of wildfire and burn area in an infrared remote sensing system will assist efforts in phenomenology studies, algorithm development, and sensor evaluation. Synthetic scenes are also needed for a Wildland Fire Dynamic Data Driven Applications Systems (DDDAS) for model feedback and update. A fast approach is presented to predict 3D flame geometry based on real time measured heat flux, fuel loading, and wind speed. 3D flame geometry could realize more realistic radiometry simulation. A Coupled Atmosphere-Fire Model is used to de- rive the parameters of the motion field and simulate fire dynamics and evolution. Broad band target (fire, smoke, and burn scar) spectra are synthesized based on ground measurements and MODTRAN runs. Combining the temporal and spa- tial distribution of fire parameters, along with the target spectra, a physics based model is used to generate radiance scenes depicting what the target might look like as seen by the airborne sensor. Radiance scene rendering of the 3D flame includes 2D hot ground and burn scar cooling, 3D flame direct radiation, and 3D indirect reflected radiation. Fire Radiative Energy (FRE) is a parameter defined from infrared remote sensing data that is applied to determine the radiative energy released during a wildland fire. FRE derived with the Bi-spectral method and the MIR radiance method are applied to verify the fire radiance scene synthesized in this research. The results for the synthetic scenes agree well with published values derived from wildland fire images

    Distributed Embedded Simulation And Training Research: Realistic Fire On Target Effects

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    Report on a project to gain a better understanding of the state of technology of fire on target effects in virtual training systems, and the alternatives available to portray accurate visual effects of direct fire, indirect fire, and mines on targets

    Interactive simulation of fire, burn and decomposition

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    This work presents an approach to effectively integrate into one unified modular fire simulation framework the major processes related to fire, namely: a burning process, chemical combustion, heat distribution, decomposition and deformation of burning solids, and rigid body simulation of the residue. Simulators for every stage are described, and the modular structure enables switching to different simulators if more accuracy or more interactivity is desired. A “Stable Fluids” based three gas system is used to model the combustion process, and the heat generated during the combustion is used to drive the flow of the hot air. Objects, if exposed to enough heat, ignite and start burning. The decomposition of the burning object is modeled as a level set method, driven by the pyrolysis process, where the burning object releases combustible gases. Secondary deformation effects, such as bending burning matches and crumpling burning paper, are modeled as a proxy based deformation. Physically based simulation, done at interactive rates, enables the user to ef- ficiently test different setups, as well as interact and change the conditions during the simulation. The graphics card is used to generate additional frames for real-time visualization. This work further proposes a method for controlling and directing high resolution simulations. An interactive coarse resolution simulation is provided to the user as a “preview” to control and achieve the desired simulation behavior. A higher resolution “final” simulation that creates all the fine scale behavior is matched to the preview simulation such that the preview and final simulations behave in a similar manner. In this dissertation, we highlighted a gap within the CG community for the simulation of fire. There has not previously been a physically based yet interactive simulation for fire. This dissertation describes a unified simulation framework for physically based simulation of fire and burning. Our results show that our implementation can model fire, objects catching fire, burning objects, decomposition of burning objects, and additional secondary deformations. The results are plausible even at interactive frame rates, and controllable

    National Educators' Workshop: Update 1989 Standard Experiments in Engineering Materials Science and Technology

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    Presented here is a collection of experiments presented and demonstrated at the National Educators' Workshop: Update 89, held October 17 to 19, 1989 at the National Aeronautics and Space Administration, Hampton, Virginia. The experiments related to the nature and properties of engineering materials and provided information to assist in teaching about materials in the education community

    FIRE SIMULATION AND ANALYSIS OF A SWITCHGEAR CABINET FIRE AND ITS EFFECTS ON CABLE TRAYS

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    Switchgear rooms are crucial in containing essential equipment such as cabinets and cable trays in case of a possible fire. There are three fire model classes which are algebraic models, zone model, and computation fluid dynamics model (CFD). PyroSim software, a visual user interface for the Fire Dynamics Simulator (FDS) developed at the National Institute of Standards and Technology (NIST), was used for simulation by using the CFD. Two different 464 kW and 1002 kW heat release rate (HRR) values were used under the same conditions for the fire scenario. By considering a fire scenario, the fire ignited due to an electrical fault in bundles of PE/PVC cables in the cabinet. In addition, this fire modeling scenario determined whether the cabinet fire caused any secondary fires in the other side cabinets or the horizontal cable trays above the cabinets and at what time these secondary fires occurred

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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