Physical Models For Simulating Ship Stability and Hydrostatic Motions
Physical Models For Simulating Ship Stability and Hydrostatic Motions
674-685 (2013 )
DOI: 10.6119/JMST-012-1121-1
Shyh-Kuang Ueng
Key words: ship motion simulator, physical-based animation, ship paper, we propose efficient physical models for simulating
stability simulation, physics engine. hydrostatic ship motions caused by sea waves, cargoes and
flooding water. Our physical models are based on the stability
theory of ship. We widen the scope of conventional ship mo-
ABSTRACT
tion simulation techniques by using the gravity, buoyancy and
In this paper, efficient physics models are presented for simu- meta centers of the ship to estimate the stability of the ship and
lating ship hydrostatic motions caused by sea waves, cargoes compute the forces and torques acting on the ship so that the
and flooding water. Based on the stability theory of ship, a ship motions can be simulated in real time.
ship is regarded as a floating body whose stability is indicated Since the ship shape is irregular, it is impossible to compute
by its gravity, buoyancy and meta centers. These stability the stability centers analytically. To overcome this problem,
centers are influenced by cargoes, sea waves, flooding water we split the ship body into cells and distribute the ship mass,
and the ship mass. Variations of these stability centers create cargoes and flooding water into the cells. Thus, the stability
torques and forces which cause the ship to heave, pitch and centers, forces and torques can be computed by using finite
roll. Because of the irregularity of the ship shape, analytical volume methods. Furthermore three distinct coordinate sys-
solutions of these stability centers do not exist. In this work, a tems are employed in the proposed models to specify the po-
finite volume approach is employed to overcome this problem. sition and orientation of ship, the geometry of ship body, the
At first, we split the ship body into cells by using a regular grid external forces and ship motions so that the formulations of
and distribute the ship mass, cargoes and flooding water into forces and ship motions are simplified and all essential entities
these cells. Then numerical methods and physics laws of can be efficiently calculated by using fundamental physical
floating body are utilized to compute the coordinates of these laws. The proposed models are efficient, realistic and flexible.
centers. Subsequently, torques and forces are calculated and Users are allowed to compose various simulation scenarios
utilized to create ship motions. by loading cargoes into the ship, generating severe sea waves
and creating holes on the ship hull. The resulted ship motions
will be automatically animated in real time with decent visual
I. INTRODUCTION
effects.
Ships have been utilized for fishing, transportation, recrea- The rests of this paper are organized as follows: Related
tion and adventures for thousands of years. Learning the researches on ship motion simulation are presented in Section
knowledge of ship-handling is essential to our daily lives. In II. In Sections III-VI, the proposed physical models are sys-
modern maritime training courses, ship motion simulators are tematically formulated. To establish the theoretical back-
widely used to teach people how to operate ships under dif- ground, the stability theory of ship is introduced in Section III.
ferent sea conditions. To become an effective learning tool, a Then the coordinate systems and the wave model employed in
ship motion simulator must be equipped with a physics engine the proposed ship motion models are described in Section IV.
which can simulate the maneuverability of ship as real as The computational grid and the algorithms for computing the
possible under a severe time constraint [10]. Scientists have stability centers are presented in Section V. The procedures
developed some mathematical models for computing ship for calculating ship motions are formulated in Section VI.
motions [1, 9, 16]. However, realizing these models requires Experimental results are presented and discussed in Section
tremendous computational costs, and thus these model are too VII. The conclusion of this paper is drawn in the last section.
slow for building real-time ship motion simulators. In this
II. RELATED WORK
Paper submitted 01/04/12; revised 09/07/12; accepted 11/21/12. Author for
correspondence: Shyh-Kuang Ueng (e-mail: skueng@mail.sju.edu.tw).
When floating on sea surface, a ship is surrounded by two
Department of Computer Science and Engineering, National Taiwan Ocean types of fluids, the air and the sea water. The material prop-
University, Keelung, Taiwan, R.O.C. erties of air and water are different, and the boundary between
S.-K. Ueng: Physical Models of Ship Stability 675
the air and the sea water may fluctuate with time. Therefore use the Navier-Stokes equations to compute liquid motions.
ship motions are difficult to model. Furthermore, the ship They compute the time varying fluid surface based on the
shape, draft and displacement also affect the motions of the marked particles approach. Once the velocity field and the
ship. These factors make the modeling of ship motion even pressure field have been calculated, the forces acting on the
harder. Currently, most numerical algorithms for computing ship floating objects are estimated. Subsequently, the motions of
motions are based on the strip theory, developed in [9, 16]. the floating objects are calculated by using the Lagrange
These algorithms calculate ship motions by solving highly equations of motions. In [19], a numerical model is pro-
nonlinear partial differential equations. Users may spend posed to generate waves. Then the drag, lift and buoyancy
hours of CPU time just to obtain a set of solutions for one or forces acting on the floating bodies are computed and used
two ship motions [1]. These traditional numerical procedures to estimate the interactions between waves and the floating
are too slow for constructing ship motion simulators. bodies. In [3], Carlson et al. present the Rigid Fluid method
Some researchers proposed simplified governing equa- to compute the coupling between rigid bodies and fluids.
tions and boundary conditions to model ship motions. In [20], They regard rigid bodies as fluids. Thus the motions of
Zhang et al. developed mathematical models for simulating fluids and objects can be modeled by using the Navier-Stokes
the motions of a ship sailing inside a harbor. In their method, equations. However, the rigid body motion constraints are
the forces acting on the ship are estimated first. Then, sim- enforced in the governing equations such that rigid objects
plified differential equations are derived to model the relations are not allowed to deform. In [8], Kim et al. apply the diver-
between the forces and the accelerations of ship motions. gence theorem to convert volume integration into surface
Subsequently, the differential equations are solved by using integration and use graphical hardware to speed up the com-
a Runge-Kutta method to compute the ship motions. Since putations. Then they utilize their hardware integration pro-
their models focus on the ship’s motions inside harbors, only cedure to compute the gravity forces and buoyancy forces
the physical models for surge, sway and yaw are developed. acting on floating bodies. In turn, the motions of floating
Another simple ship motion model is reported in [4]. The objects are calculated by using these forces.
authors use the sea wave model proposed in [7] to generate In [18], six mathematical models are proposed by Ueng
sea waves. At each time step, the height field of the sea sur- et al. to simulate ship motions. In their method, the height
face under the ship body is computed. Then, the tangent field of the sea surface under the ship body is computed to
plane of the sea surface is calculated and the ship is rotated estimate the external force acting on the ship. Then the ex-
such that its orientation is aligned with the tangent plane. ternal force is reduced by the damping effect of sea water
Their method can simulate heave, pitch and roll of a ship. to produce the net external force. The magnitudes of heave,
However, sea waves are the sole force of the ship motions. pitch and roll are computed by using the net external force.
The ship will stop moving immediately as soon as sea waves They also proposed mathematical models to compute the
come to rest. This phenomenon is in conflict with the be- gross internal force produced by the ship’s propellers and
haviors of a real ship. rudders. Then the resistance of sea water is subtracted from
Other researchers propose statistical methods to predict ship the gross internal force to generate the net internal force. In
motions. In [17], Kalman filters are utilized to estimate ship the following step, the magnitudes of surge, sway and yaw
motions. Their models rely on many ship parameters to tune are computed by using the net internal force. Finally, the
the governing equations. If these parameters are absent, the six motions are super-imposed to generate the resulted ship
simulation cannot be performed. In [11], an improved method motions. Their method allows users to tune ship motions
for computing ship motions is proposed. Their method re- according to the ship shape, draft and mass. Therefore ships
quires less ship data. However, the accuracy of their model of different shapes can behave differently under the same
is still dependent on the availability of ship parameters. In sea condition. The simulation results produced by using their
ship motion simulations, the ship models are usually fabric- models are physically sound and visually realistic.
cated. Real ship parameters are hard to estimate. In [21], However, all the aforementioned ship motion simulation
another statistical method is proposed to predict ship motions. methods are not based on the stability theory of ship. Ship
In their method, the status and motions of the ship at some motions caused by unbalanced cargo loading, body damages
previous steps are recorded and converted into a tensor field. and severe sea conditions are not or only partially modeled.
Then the eigenvalues and eigenvectors of the tensor field are In their models, a ship can always retain its initial stability
computed. Finally, a minor component analysis is conducted under any circumstances. It will not list, overturn and sink
to predict the ship motion at the next time step. Their method even it is loaded with heavy cargoes, encounters severe sea
is useful for short-term ship motion prediction. For a long conditions or bears serious ship hull damages. Therefore,
term ship motion simulation, the accuracy of their method may these models are in conflict with the real hydrostatic behav-
be decreased by accumulated numerical errors. iors of ships. In this article, a new set of physical models are
Recently, in the computer graphics society, several CFD proposed to supplement these conventional ship motion
algorithms have been proposed to model the interactions be- models such that the hydrostatic behaviors of ships can be
tween fluids and floating bodies. In [6], Foster and Metaxas better simulated.
676 Journal of Marine Science and Technology, Vol. 21, No. 6 (2013 )
gravity
M force
gravity G gravity
waterline gravity Z
force buoyancy force
G force M
G Z force
G M
B B
buoyancy B1 M buoyancy
force G Z force
B B B1
B B1 B1
vertical line vertical line buoyancy
(a) a ship at rest (b) an linclined ship force
(a) righting lever (b) capsizing lever (c) neutral lever
Fig. 1. The gravity center G, buoyancy center B and meta center M of a
ship. (a) When the ship rests on a flat water surface, G and B are Fig. 2. Three different levers created by the gravity and buoyancy forces,
collinear. (b) As the ship inclines, B1 becomes the buoyancy cen- (a) G is under M, a righting lever, (b) G is above M, a capsizing
ter and M is located at the intersection of the line passing B and G lever, (c) G = M, a neutral lever.
and the vertical line passing B1.
Y Xb
Ys Yb
Heave
X
O Yaw Roll Xb
Z Xs
Yb
Surge P
Xb G Zb P Zb
Pitch (a) bounding box (b) top view of the grid
P Yb Yb
Zb Zs
Sway
Fig. 3. Three coordinate systems and the six ship motions.
P Zb P Xb
(c) rear view of the grid (d) side view of the grid
the world coordinate system which is used to designate the
Fig. 4. The computational grid. (a) The bounding box, (b) top-view of
ship’s position and orientation and model sea waves. In the
the grid, (c) rear view of the grid, and (d) side view of the grid.
world coordinate system, the sea surface is spanned by the
X and Z axes. The Y axis is pointed vertically to the sky. The
second coordinate system is the body coordinate system. This where Ai, λi and ωi are the amplitude, wave length and speed
coordinate system is attached to the bounding box of the
of the i-th sinusoidal wave. The variable θi is the angle be-
ship body and moved with the ship. The three axes, Xb, Yb
tween the X axis of the world coordinate system and the in-
and Zb, are aligned with the bounding box boundaries. This coming direction of the i-th sinusoidal wave, and t is the
coordinate system is used to define the geometrical mesh of
time variable. We employ this wave model to generate sea
the ship body and the positions of the three stability centers.
waves, because it offers straight forward mechanisms for
The third coordinate system is the sea-keeping coordinate generating various sea waves. Our ship physical models are
system. It is used to specify and compute the forces and ship
independent of this wave model. If it is necessary, this wave
motions. Its origin is the gravity center G. The three axes of
model can be replaced by other wave models.
this coordinate systems are Xs, Ys and Zs. The Xs axis is aligned
with the forward direction of the ship. The Zs axis is hori-
zontally pointed to the starboard (right side) of the ship, and V. COMPUTING THE STABILITY CENTERS
the Ys axis is directed vertically upward. In this coordinate The three stability centers affect the ship’s stability. Varia-
system, heave is the translate motion along the Ys axis, pitch
tions of these stability centers generate forces and torques and
is the rotation about the Zs axis, and roll is the rotation about
trigger ship motions. In this section, the numerical methods
the Xs axis. When the ship rests on a flat water surface, the for calculating the gravity centers are presented. Since the
axes of the body and sea-keeping coordinate systems are par-
ship changes its posture and position frequently, specifying
allel, but the two origins are separated by a fixed distance.
these centers in the world coordinate system is a difficult job.
However, as the ship moves, the axes of these two coordinate Thus they are computed in the body coordinate system.
systems will not coincide. For example, when the ship in-
clines, so does the bounding box. The Xb is rotated about the 1. The Computational Grid
Zs axis, but the axis Xs is not changed. The axis Xs always Since the ship shape is irregular, the stability centers cannot
points to the forward direction of the ship and is parallel to
be computed analytically. In this work, they are calculated by
the flat water surface.
using a finite volume method. At first, the ship body is split
2. The Wave Model into cells by using a regular grid, as shown in Fig. 4. The size
of a cell is 1meter × 1meter × 1meter (= 1 cubic meter). The
Sea waves are usually modeled as a time-dependent height
equivalent volume of water weighs about 1 ton. Then those
field. A widely used sea wave model is proposed in the papers cells which are outside the ship body are excluded. To do so,
of [7, 15]. To increase the fidelity of sea waves, we assume
we associate each cell with a flag. If a cell is fully or partially
that sea waves are composed of several sinusoidal waves of
contained in the ship body, its flag is set to 1. Otherwise its
different frequencies, amplitudes, speeds and directions [18]. flag is set to 0 and this cell is excluded from the following
In our work, sea waves are defined by:
computations. A cell with a flag value of 1 is called a sig-
nificant cell.
n
2π
h ( x, z , t ) = ∑ Ai sin( (( x cos θi − z sin θi ) − ωi t )), (1) Once the computational grid has been built, the ship mass,
i =1 λi cargoes and flooding water are distributed to all the significant
678 Journal of Marine Science and Technology, Vol. 21, No. 6 (2013 )
Xb cell centers
Yb
mk
Yb
mi
Xi sea
surface
Zb Zk Zb
Xb
(a) beam structure in Xb direction (b) beam structure in Zb direction
Fig. 6. The immersed portion of a cell is decided by the height of sea
Fig. 5. The ship body is divided into cross-sections and treated as beam surface and the position of the cell center. The immersed volume
structures when computing G. of the ship body is equal to the sum of the immersed portions of
the cells.
1 α r = Fr / I r , (23)
ri 2
ωr = ωr + α r ∆t , (24)
Xb mi G
1 2 G L Xb
∆θ r = ωr ∆t , (25)
rj
Zb Zb
mj
K θ r = θ r + ∆θ r , (26)
(a) beam structure for pitch (b) beam structure for roll
Fig. 7. Beam structures for computing the inertia moments. (a) For
where the angle of roll is represented by θr.
computing the inertia moment of pitch, the ship body is divided To estimate Ir, the ship is treated as a beam with K
into cross-sections along the Xb axis. (b) The ship body is divided cross-sections as shown in the part (b) of Fig. 7. By using
into cross-sections along the Zb axis for computing the inertia the same method for computing the inertia moment of pitch,
moment of roll. Ir is approximated by:
θ p = θ p + ∆θ p , (19)
where mj is the mass of the j-th cross-section, and rj is the
difference of the Zb coordinates of G and the j-th cross-section
where αp is the angular acceleration magnitude of pitch and center.
θp is the angle of pitch.
The inertia moment Ip in computing pitch plays the same 4. The Damping Coefficients
role as the ship mass in calculating heave [2]. To compute Ip, The damping coefficients bh, bp and br are critical parame-
the ship is divided into L cross-sections and regarded as a ters in our physical models. They decide the converge rates
beam, as shown in the part (a) of Fig. 7. Based on physical and magnitudes of the ship motions. Smaller damping coeffi-
laws, the inertia moment Ip is calculated by: cients result in longer and larger oscillations, while larger
damping coefficients produce shorter and smaller oscillations.
L
In our models, these coefficients are confined to the range of
I p = ∑ mi ri2 , (20)
i =1
{0~2}, but users are allowed to modify these coefficients to
enhance or reduce the magnitudes and durations of ship mo-
tions. Some default values of these coefficients are predefined
where ri is the difference of the Xb coordinates of G and the
in our physical models for special types of ship. For example,
i-th cross-section center and mi is the mass of the i-th
the damping coefficients of a massive and streamlined war
cross-section.
ship are set to 1.3. Therefore, the war ship is relatively insen-
3. The Physical of Roll sitive to sea waves. On the other hand, these coefficients of a
raft are set to 0.5 so that the raft can fluctuate with sea waves.
The physical model of roll is similar to that of pitch. To
compute the angle of roll, the Zs component of the rotational
torque is computed first. Then the magnitude of the net force VII. EXPERIMENTAL RESULTS
of roll is obtained by subtracting the resistance of sea water AND ANALYSIS
from the magnitude of torque of roll:
Based on our physical models, a ship motion simulator is
created to animate hydrostatic behaviors of ships. The em-
τ r = Ww * < GZ , Z s >, (21) bedded computer of our simulator is a desk-top machine
equipped with an Intel Core2 CPU of 1.86 GHz clock rate and
Fr = τ r − br I rωr , (22) an Nvidia GeForce 8800 GTS GPU. The rendering subroutine
is implemented by using OpenGL libraries. The computa-
where τr and Fr are the magnitudes of the torque and the net tional modules are designed by using C-language. Some basic
force of roll, and br, Ir and ωr are the damping coefficient, and compound ship motions are simulated by using our system.
inertia moment and speed of roll. The results are presented and discussed in this section.
In turn, the net force magnitude is used to compute the The main Graphical User Interface (GUI) of the system is
acceleration magnitude of roll αr. The speed of roll ωr is shown in the part (a) of Fig. 8. The main GUI composes of
updated once the acceleration magnitude is available. The the main screen which shows the motions of the ship and
increment of roll angle is decided by multiplying the roll speed a sub-window which displays the path of the ship. The other
with the time step size: two key GUI are depicted in the parts (b) and (c). In the part
S.-K. Ueng: Physical Models of Ship Stability 681
Force
(a)
(c) Time = 10 (d) Time = 90
Heave (meter)
2
Time (sec)
-2
Ti me
Time = 0
Ti
Ti
m =
m
e=6
e=
10
90
(e)
Fig. 9. (a)-(d) Snapshots of the heave motion of a ship, (e) the magnitude
of the heave motion at each time step.
(b) (c)
Fig. 8. (a) The main GUI of the simulator, (b) the window to the show
wave height and motion magnitudes, (c) the GUI to load and
unload cargoes and create body damage. immersed portion of the ship is increased, the buoyancy force
magnitude is larger than the gravity force magnitude. When
the external force is released, the buoyancy force lifts the
(b), the wave height under the gravity center and the magni- ship upward immediately, as illustrated in the part (b). As the
tudes of motions of the elapsed time steps are shown so that ship moves upward, the buoyancy force magnitude is de-
the effects of waves on the stability of the ship can be re- creased. The resistance of sea water and the gravity force
vealed. In the part (c), the GUI in which users load or unload gradually reduce the heave velocity to zero. At this moment,
cargoes and water into the significant cells is illustrated. In the ship starts to fall because of the gravity force. The result
our implementation, only some significant cells are allowed is displayed in the part (c). As the ship falls, the buoyancy
to store cargoes and water. These cells are shown by gray force magnitude is increased again and becomes greater than
cubes in this image. The stability centers are also displayed the gravity force magnitude. Thus the ship is pushed upward
to demonstrate the influence of the loadings toward the sta- again. After a series of oscillations, the resistance of sea water
bility of the ship. wears down the force of heave. Finally, the ship retains its
balance, as shown in the part (d). The magnitude of the heave
1. Basic Motions: Heave and Pitch motion at each time step is shown in the part (e). As shown by
In the first experiment, a simple ship model is loaded into the graph, the heave magnitude oscillates and gradually con-
our simulator to perform heave and pitch motions. Four im- verges to zero as time elapses.
ages of the heave motion simulation are shown in the parts Another four images are displayed in Fig. 10 to illustrate
(a)-(d) of Fig. 9. In these images, the gravity center G and the pitch motion of the ship. Initially, a force is exerted on
the buoyancy center B are represented by a red ball and a the ship’s front end. The force causes the ship to incline for-
blue ball respectively. The ship body and sea water are ren- ward as shown in the part (a). Since the gravity center and
dered as transparent objects such that the variations of G and the buoyancy center are not collinear, a rotational torque is
B can be monitored. created. As the force is released, the rotational torque makes
Initially, we exert an external force on the ship and press the ship tilt upward, as shown in the part (b). Then the
the ship downward, as shown in the part (a). Since the damping force of sea water cancels the rotational torque and
682 Journal of Marine Science and Technology, Vol. 21, No. 6 (2013 )
-5
Ti me
Time = 0
Ti
Ti
m =
m
e=6
e=
10
90
(e)
(c) Time = 4 (d) Time = 6
Fig. 10. (a)-(d) Snapshots of the pitch motion of a ship, (e) the magnitude
of the pitch motion at each time step. Wave height at G (meters)
2
-2
prevents the ship from tilting upward further. However, G and Heave
(meters)
B are not collinear either at this moment. The gravity force 2
creates another rotational torque to incline the ship, as dis-
played in the part (c) of this figure. Finally, after pitching -2
Pitch angle
(degrees)
back and forth for several rounds, the damping effects of sea 3
water diminish the rotational torque and the ship recovers its
stability, as illustrated in the part (d). -3
Roll angle
The variations of the pitch angle are depicted in the part (e). (degrees)
3
Initially, the external force causes the ship to pitch by 5 de-
grees. Then the gravity force and the buoyancy force make the -3
pitch angle fluctuate periodically. As time elapses, the damp- 0 2 4 6 Time (sec.)
ing effects of sea water reduce the rotational torque to zero, (e) Motion magnitudes
and the pitch motion gradually converges to rest. This graph Fig. 11. (a)-(d) Snapshots of the wave-induced motions, (e) the wave
shows a typical behavior of a inclined floating body. It verifies height at G and the magnitudes motion at each time step.
the validity of our pitch model.
2. Compound Motion: Wave Induced Motions the visual effects of the simulation, the damping coefficients
When encountering sea waves, a ship will heave, pitch and of pitch and roll are set to 0.6 and 0.4. Therefore, the motions
roll simultaneously. The resulted motions are called wave- are exaggerated and last longer. The sea waves are composed
induced motions in sea-keeping literatures. In another ex- of three sinusoidal waves of different frequencies, directions
periment, the motions of a speed boat encountering sea waves and amplitudes. The major sea wave approaches the ship from
are simulated by using our simulator. Some results are pre- the north-east direction.
sented and analyzed in this section. The fundamental data of Four snapshots of the simulation are shown in Fig. 11.
the speed boat are listed in Table 1. The ship weighs about The initial scene is displayed in the part (a). At this moment,
523 tons. Its length is about 40 meters. In order to enhance the ship head is in a trough and a crest just passes the rear end.
S.-K. Ueng: Physical Models of Ship Stability 683
cannot support the ship weight and the ship will sink. In the
last simulation, we create holes in the right-front side of the
speed boat and let sea water leak into its body. As sea water
floods into the ship, the ship weight exceeds the maximum
buoyancy force magnitude that the ship body can produce.
Subsequently, the ship sinks into the sea.
Four snapshots of the sinking process are shown in Fig. 13.
At T = 18, a small volume of sea water leaks into the boat. The
(a) Time = 18 (b) Time = 24
boat pitches forward, rolls to the right and heaves downward,
as shown in the part (a). As more water floods into the ship
body, the ship stops rolling but its head is immersed into the
sea. The result is displayed in the part (b). At T = 40, more
cells of the ship body are occupied by sea water and the speed
boat rolls to the left and heaves downward, as illustrated in
the part (c). At T = 95, too much water has flooded into the
ship, and thus most part of the ship sinks into the sea. The
(c) Time = 40 (d) Time = 95 result is shown in the part (d).
In the part (e) of this figure, the motion magnitudes, the
Heave (meter) ship displacement and the buoyancy force magnitude at each
8
time step are depicted. The heave magnitude at each time step
-8 is displayed in the first graph. The heave magnitude is always
Pitch Angle (degree)
30
negative (downward). The ship displacement and the buoy-
ancy force magnitude are represented by the red curve and
-30 the blue curve respectively in the last graph. Before T = 40,
Roll Angle (degree)
30 the displacement and the buoyancy force magnitude increase
simultaneously. At T = 53, the displacement and the buoy-
-30 ancy force magnitude reach their maxima, but the displace-
red : Displacement
blue : Buoyancy (ton)
ment is larger. Therefore, the ship is doomed to sink.
3000
The costs of the sinking simulation are described in the 3rd
Time (sec)
0 Ti Ti Ti Ti column of Table 2. It takes about 0.00180 second to com-
m m m m pute the motions for each time step. As sea water flooding
e= e= e= e=
18 24 40 95 into the ship body, the ship gets extra weights. Our simulator
(e) Motion magnitudes has to re-calculate G in each frame. Therefore the costs for
simulating the sinking process are slightly higher than those
Fig. 13. (a)-(d) Snapshots of the sinking motions, (e) the wave height at G
and the magnitudes of motion at each time step. for simulating the wave-induced motions. The frame rate of
this simulation is about 64 fps.
matically in real time to reveal the hydrostatic behaviors of the 9. Korvin-Kroukovsky, B. V. and Jacobs, W. R., “Pitching and heaving mo-
ship. Beside computing the ship motions, our simulator also tions of a ship in regular waves,” Transactions of the Society of Naval
Architects and Marine Engineers, pp. 590-632 (1957).
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more knowledge about sea-keeping and hydrostatic properties 11. Lainiotis, D. G., Charalampous, C., Giannakopoulos, P., and Katsikas, S.,
of ships. “Real time ship motion estimation,” Proceedings of OCEAN’92 Con-
ference, pp. 283-287 (1992).
12. Lewis, E. V., Principles of Naval Architecture, Volume I Stability and
ACKNOWLEDGMENTS Strength, Society of Naval Architects (1988).
13. Lewis, E. V., Principles of Naval Architecture, Volume II Resistance, Pro-
This research is supported by NSC of Taiwan under the pulsion, and Vibration, Society of Naval Architects (1990).
grant numbered as NSC 98-2221-E-019-025. 14. Lewis, E. V., Principles of Naval Architecture, Volume III Motions in
Waves and Controllability, Society of Naval Architects (1990).
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