• Title/Summary/Keyword: 자체충돌 감지/회피

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Self-Collision Detection/Avoidance for a Rescue Robot by Modified Skeleton Algorithm (보완 골격 알고리듬을 이용한 구난로봇의 자체 충돌감지/회피)

  • Lee, Wonsuk;Hong, Seongil;Park, Gyuhyun;Kang, Younsik
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.4
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    • pp.451-458
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    • 2015
  • This paper handles self-collision avoidance for a rescue robot with redundant manipulators. In order to detect all available self-collisions in advance, minimum distances between arbitrary robot parts should be monitored in real-time. For the minimum distance estimation, we suggest a modified method from a previous skeleton algorithm which has less computation burden and realize collision avoidance based on a potential function using the proposed algorithm. The resultant command by collision avoidance should not disturb a given primary task, so null-space of joint solution from a CLIK is utilized for collision avoidance by a gradient projection method.

A Neighboring Area Search Algorithm for Terrain Following (Terrain Following을 위한 인접지역 탐색 알고리즘)

  • Kim, Jong-Hyuk;Choy, Yoon-Chul;Koh, Kyun
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.10
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    • pp.499-506
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    • 2001
  • Terrain Following means that a mobile object, such a user's avatar, must follow terrain, remaining in contact with the ground at all times in virtual environments. This makes a virtual environment have the effects of gravity. Terrain Following is often done using collision detection: however this is inefficient, because general collision detection solves a problem that is inherently more complex than merely determining terrain contact points. Many virtual environments avoid the expense by utilizing a flat terrain with a constant altitude everywhere. This makes a terrain following trivial, but lacks realism. This paper provides as algorithm and a data structure for a terrain following using a neighboring area search as a way to search neighboring polygons. Because this algorithm uses a pre-processing step that stores the terrain polygons for calculating, it results in reducing overheads to workstations that is used to construct and maintain a virtual environment. Consequently, workstation can be used to apply not only a terrain following but also other things.

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