• Title/Summary/Keyword: 충돌시뮬레이션

Search Result 800, Processing Time 0.05 seconds

Interaction of Fluid and Thin Shell Structure with Signed Distance Fields (거리 장 함수를 이용한 얇은 막과 유체의 예측 기반 상호작용 시뮬레이션)

  • Kim, Po-Ram;Shin, Seung-Ho;Lim, Jae-Ho;Kim, Chang-Hun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.17 no.1
    • /
    • pp.17-24
    • /
    • 2011
  • In Computer Graphics, interaction between a particle-based fluid and a rigid body is important. In General, this interaction has been simulated in a discrete environment. As a result, there have been lots of errors. The larger the time step is used, the bigger the error is. This paper describes how to minimize the error in a discrete environment. To be specific, the collision handling method is that estimates particle collision using a signed distance function increases continuously according to space. At the time a fluid particle and a rigid body model collide, the exact collision time and the position is estimated. Through this, we propose the method how to be simulated the interaction between a fluid and a rigid body model as a continuous environment.

REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY (유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구)

  • Kim, Min Sang;Song, Wook;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
    • /
    • v.19 no.6
    • /
    • pp.53-62
    • /
    • 2018
  • As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.

A Collision Avoidance System for Intelligent Ship using BK-products and COLREGs (BK곱과 COLREGs에 기반한 지능형 선박의 충돌회피시스템)

  • Kang, Sung-Soo;Lee, Young-Il;Jung, Hee;Kim, Yong-Gi
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.1
    • /
    • pp.181-190
    • /
    • 2007
  • This paper presents a collision avoidance system for intelligent ship. Unlike collision avoidance system of other unmanned vehicles, the collision avoidance system for intelligent ship aims at not only deriving a reasonable and safe path to the goal but also keeping COLRECs(International Regulations for Preventing Collisions at Sea). The heuristic search based on the BK-products is adopted to achieve the general purpose of collision avoidance system; deriving a reasonable and safe path. The rule of action to avoid collision is adopted for the other necessary and sufficient condition; keeping the COLREGs. The verification of proposed collision avoidance system is performed with scenarios that represent encounter situations classified in the COLREGs, then it is compared with $A^{\ast}$ search method in view of optimality and safety. The analysis of simulation result revels that the proposed collision avoidance system is practical and effective candidate for real-time collision avoidance system of intelligent ship.

일대다 충돌상황에서의 국제해상충돌예방규칙에 따른 충돌회피 알고리즘적용에 관한 연구

  • Kim, Da-Jeong;O, Gyu-Seong;Sim, Seong-Bo;An, Gyeong-Su
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2014.10a
    • /
    • pp.125-127
    • /
    • 2014
  • 본 논문은 선박의 일대다 충돌상황에서 국제해상충돌예방규칙(COLREGs, International Regulations for Preventing Collisions at Sea, 1972)을 만족하도록 피항경로를 생성하는 충돌회피 알리고즘의 개발과 적용에 관해 기술한다. 본 연구에서 제안하는 알고리즘은 조우선박의 상대 방위각, 충돌위험정도 및 상호시계와 제한시계의 시계상태에 따라 피항동작을 분류하고, 규칙기반형태의 전문가시스템인 CLIPS(C Language Integrated Production System)를 이용하여 국제해상충돌예방규칙에 따른 피항행동공간을 생성한다. 검증을 위하여 Izuma problems의 3가지 충돌상황을 가정한 컴퓨터 시뮬레이션을 수행하였으며, 다양한 충돌상황에 대하여 안전한 충돌회피경로가 생성됨을 확인 할 수 있었다.

  • PDF

Analysis of vehicle progress before and after a collision using simulation (시뮬레이션을 이용한 충돌 전후 차량 진행궤적 분석)

  • Han, Chang-Pyoung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.1
    • /
    • pp.402-408
    • /
    • 2021
  • Vehicle engineering analysis in the event of an accident caused by a car built on mechanical design has not been investigated in-depth but relies on the subjective experience knowledge of the investigator. This study analyzed the correlation between the speed, progress, steering, and braking before impact, which is consistent with the final stop position, by drawing a site situation chart using the CAD (CAD) program and repeating 250 crashes using the PC-Crash program. The following situations were investigated: lower impact velocity; greater impact speed of the vehicle, which is not affected significantly by the departure angle; higher vehicle speed, such as the effective impact velocity, after the impact; higher vehicle speed; and lower vehicle speed. (Ed note: I am unsure what you are saying here. It appears contradictory and not a complete sentence. Please check the changes.)The simulation results of this study identified the process of returning to the magnetic progression lane after recognizing the opposite porter while Mighty was carried out on the uphill left-curve section in a position that crossed the center line, and the collision of the porter's front left side, pushing the porter in the right diagonal direction and making the front stop towards approximately 11 o'clock.

A Dynamics Model of Rotor Blades for Real-time Simulation of Helicopters (실시간 헬리콥터 시뮬레이션을 위한 회전 깃의 역학적 모델)

  • Park, Su-Wan;Ryu, Kwan-Woo;Kim, Eun-Ju;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
    • /
    • v.14A no.5
    • /
    • pp.255-262
    • /
    • 2007
  • Physically-based researches on simulating helicopter motions have been achieved in the field of aeronautics, aerodynamics and others. These results, however, have not been appled in the computer graphics area, mainly due to their complex equations and heavy computations. In this paper, we propose a dynamics model of helicopter rotor blades, which would be easy to implement, and suitable for real-time simulations of helicopters in the computer graphics area. Helicopters fly by the forces due to the collisions between air and rotor blades. These forces can be interpreted as the impulsive forces between the fluid and the rigid body. Based on these impulsive forces, we propose an approximated dynamics model of rotor blades, and it enables us to simulate the helicopter motions using existing rigid body simulation methods. We compute forces due to the movement of rotor blades according to the Newton's method, to achieve its real-time computations. Our prototype implementation shows real-time aerial navigation of helicopters, which are murk similar to the realistic motions.

Simulation System for Anti-Collision Protocols in RFID (RFID 태그 충돌 방지 프로토콜의 성능 비교를 위한 시뮬레이션 시스템)

  • Shin Jae-Dong;Yeo Sang-Soo;Kim Sung-Kwon
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2006.06d
    • /
    • pp.91-93
    • /
    • 2006
  • RFID(Radio Frequency IDentification) 기술은 RF 신호를 사용하여 물품에 부착된 전자 태그(tag)를 식별하는 비접촉자동인식 기술이다. 이런 RFID 기술의 확산을 위해서는 리더가 다수의 태그를 빠른 시간 안에 인식하는 다중 태그 식별 문제를 해결 해야만 한다. 지금까지 이 문제를 해결하기 위한 충돌 방지(anti-collision) 알고리즘이 많이 개발되었다. 본 논문에서는 이런 충돌 방지 알고리즘 중에서 18000-6 Type A, Type B와 Type C로 새롭게 채택된 EPCglobal Class1 Generation2, 그리고 Query Tree Protocol에 대한 시뮬레이션 시스템의 구조를 소개하고 실제 시뮬레이션 했을 때의 각 알고리즘에 대한 간단한 성능 평가를 한다.

  • PDF

Faster collision response through reformulating linear equations (선형방정식의 재구성을 이용한 충돌반응 속도 개선)

  • 정대현;김은주;유관우
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2003.04c
    • /
    • pp.208-210
    • /
    • 2003
  • 컴퓨터 그래픽스에서 물리기반 모델링을 사용한 다관절체의 움직임을 구하는 것은 중요한 문제이다. 다관절체가 움직이는 동안 충돌이 발생했을 때 충돌반응 시간이 많이 걸린다면 그만큼 시뮬레이션이 자연스럽지 못하다. 본 논문에서는 충돌반응에서 중요한 선형방정식의 해를 구하는 시간을 단축시킴으로써 짧은 시간안에 다관절체의 충돌을 처리할 수 있는 방법을 제시한다. 이러한 결과는 게임이나 그래픽 툴 등에서 적용이 가능하다.

  • PDF

Efficient Collision Detection using Sampling Tree (샘플링 트리를 이용한 효과적인 충돌탐지)

  • Yea, Eun-Sun;Han, Jung-Hyun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2002.11a
    • /
    • pp.437-440
    • /
    • 2002
  • 3차원 게임, 컴퓨터 시뮬레이션 등과 같은 대화적 가상환경의 사실성을 높이기 위해 충돌탐지는 절대 필요한 요소가 된다. 하지만 기존의 바운딩 볼륨 기반 기법들은 볼륨 계산의 복잡성 때문에 실시간 어플리케이션에서 정교한 검사를 수행하는데 어려움이 있었다. 본 논문에서는 바운딩 구와 꼭지점 샘플링을 이용한 정교하고도 효과적인 충돌탐지 방법을 제안한다. 한편, 제안된 기법에서는, 반드시 필요한 부분에서만 꼭지점을 이용한 충돌검사를 시행해서 충돌검사의 효율성을 높였고, 이를 위한 샘플링 툴을 제공하였다.

  • PDF

충돌상황에서 항해사의 의사결정에 따른 상황인식 지연 측정에 관한 연구

  • 박득진;임정빈
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • 2021.11a
    • /
    • pp.183-184
    • /
    • 2021
  • 선박의 자율운항을 위해서는 선박 충돌회피에 대한 사전 연구가 필요하다. 항해사들의 상황인식과 의사결정에 기여하기 위해 주변 상황 환경을 인식하고 의사결정을 하기까지 걸리는 시간을 지연(latency)이라고 한다. 따라서 연구 목적은 선박 충돌 상황에서 항해사의 의사결정 지연시간을 측정하는 것이다. 연구방법은 항해사를 대상으로 시뮬레이션을 통한 테스트 결과를 분석하였다. 연구결과 항해사가 선박충돌상황시 상황인식과 의사결정간의 상관관계를 도출할 수 있었다.

  • PDF