• Title/Summary/Keyword: Collision Check

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Algorithm of collision processing for a shooting game (슈팅게임을 위한 충돌 처리 알고리즘)

  • Seo Jeong-Man
    • KSCI Review
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    • v.14 no.1
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    • pp.249-254
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    • 2006
  • In this paper, I review the collision processing algorithm using existing quadrilateral unit and present problems with it. Then I propose a collision check technique of a small quadrilateral unit, by which the defects with simple quadrilateral collision has been made up for. I finally show that the proposed algorithm can be applied to real games in terms of presenting the experiment results and screen design for implemented real games.

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Using Piecewise Circular Curves as a 2D Collision Primitive

  • Ollington, Robert
    • Asia-Pacific Journal of Business
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    • v.9 no.2
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    • pp.1-13
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    • 2018
  • Physics simulation is an important part of many interactive 2D applications and collision detection and response is key component of this simulation. While methods for reducing the number of collision tests that need to be performed has been well researched, methods for performing the final checks with collision primitives have seen little recent development. This paper presents a new collision primitive, the n-arc, constructed from piecewise circular curves or biarcs. An algorithm for performing a collision check between these primitives is presented and compared to a convex polygon primitive. The n-arc is shown to exhibit similar, though slightly slower, performance to a polygon when no collision occurs, but is considerably faster when a collision does occur. The goodness of fit of the new primitive is also compared to a polygon. While the n-arc often gives a looser fit in terms of area, the continuous tangents of the n-arcs makes them a good choice for organic, soft or curved surfaces.

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Implementation of Shooting game using collision detection algorithm of (사각형 충돌감지알고리즘을 사용한 슈팅게임 구현)

  • Seo, Jeong-Man;Han, Sang-Hoon;Lee, Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.3
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    • pp.187-192
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    • 2006
  • We reviewed the collision event with pc-based shooting games and existing collision detection algorithms. Then we proposed a new collision check technique using a small quadrilateral unit. by which existing quadrilateral collision detection techniques can be made up for. For demonstration we implemented a simple shooting game having its screen output. We proved that the proposed technique can be applied to real computer games by means of showing the experimental results and screen outputs from implemented real games.

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Dynamic Analysis of Constrained Multibody Systems Undergoing Collision (충돌하는 구속 다물체계의 동역학 해석)

  • Park, Jeong-Hun;Yu, Hong-Hui;Yang, Hyeon-Ik;Hwang, Yo-Ha
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.24 no.2 s.173
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    • pp.535-542
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    • 2000
  • This paper presents a method for the dynamic analysis of constrained multibody systems undergoing abrupt collision. The proposed method uses a longer time interval to check collision than that of c onventional method. This reduces the computational effort significantly. To calculate collision points on two colliding rigid bodies, one may introduce constraints of contact. However, this causes reduction of degree of freedom and difficulty of numerical analysis. The proposed method can calculate collision points without above mentioned problems. Three numerical examples are given to demonstrate the computational efficiency and the usefulness of the proposed method.

A Study on the Side Collision Accident Reconstruction Using 3-Dimensional Crash Analysis (3차원 충돌해석 정보를 이용한 측면 충돌 사고 재구성)

  • Jang, In-Sik;Kim, Il-Dong
    • Transactions of the Korean Society of Automotive Engineers
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    • v.16 no.1
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    • pp.52-63
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    • 2008
  • The side collision reconstruction algorithm is developed using three dimensional car crash analysis. Medium size passenger car is modeled for finite element analysis. Total 24 side collision configurations, four different speed and six different angle, are set up for making side collision database. Deformation index and degree index are built up for each collision case. Deformation index is a kind of deformation estimate averaging displacement of side door of crashed car from finite element analysis result. Angle index is constructed measuring deformed angle of crashing car. There are two kinds of angle index, one is measured at driver's side and the other is measured at passenger's side. Also a collision analysis information in side of cars is used for giving a basis for scientific and practical reason in a reconstruction of the car accident. The analysis program, LS-DYNA3D is utilized for finite element analysis program for a collision analysis. Those database are used for side collision reconstruction. Side collision reconstruction algorithm is developed, and applied to find the collision conditions before the accident occurs. Three example collision cases are tried to check the effectiveness of the algorithm. Deformation index and angle index is extracted for the case from the analysis result. Deformation index is compared to the established database, and estimated collision speed and angle are introduced by interpolation function. Angle index is used to select a specific collision condition from the several available conditions. The collision condition found by reconstruction algorithm shows good match with original condition within 10% error for speed and angle. As a result, the calculation from the reconstruction of the situation is reproducing the situation well. The performance in this study can be used in many ways for practical field using deformation index and degree index. Other different collision situations may be set up for extending the scope of this study in the future.

Interference Check and NC Data Optimization through Machine Simulation in 5 Axises Machining of a Vehicle Parts of Aluminum Alloy (Al 합금 수송기계부품의 5축 가공에서 머신시뮬레이션을 통한 간섭체크 및 NC 데이터 최적화)

  • Kim Hae Ji;Lee In-Su;Kim Nam Kyung
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.12
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    • pp.52-59
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    • 2004
  • This paper shows about the machine simulation embodiment when it happens NC equipment and between workpiece and interference in 5 axises machining of aluminium alloy a vehicles parts. And this research has been chosen because of the highest equipment interference occurrence rate at a vehicles parts processing of 5 axises horizontal machine. It can verify simulation and machining process through correlation of their dynamic relations, interference, collision as embodied virtual manufacturing system of machine, workpiece, and holder etc. That is necessary element in shape of machine tool, function and processing in imagination ball. Also, it verifies about interference and collision between NC equipment and workpiece, as it applied machine simulation to NC Data of actuality aircraft parts of BULKHEAD and FRAME. As the result of this study, by removing the equipment interference and collision element which creates NC data, the virtual machine tool it the efficiency of machine process has increased.

A decentralized collision avoidance algorithm of two mobile robots using potential fields

  • Yang, Dong-Hoon;Hong, Suk-Kyo
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1544-1549
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    • 2004
  • A new collision avoidance algorithm is presented for two mobile robots in narrow corridor environments. When two robots meet each other in a narrow corridor, one should yield the way to the other robot. To solve the problem arising in this situation, they exchange their path to get information about crossing-points to check avoidance conditions, which are necessary for choosing the robot to yield. The conditions are summarized as follows. 1) If one robot blocks the path to the closest crossing-point in front of the other robot. 2) If the closest crossing-point of each robot is the same point. 3) Which robot is closer to the closest crossing-point. In this paper, we propose a path planning algorithm for the robot which yield the way. Simulation results are presented to verify the feasibility of the proposed collision avoidance algorithm.

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A Study on the Criteria for Collision Avoidance of Naval Ships for Obstacles in Constant Bearing, Decreasing Range (CBDR) (방위끌림이 없는 장애물에 대한 함정의 충돌회피 기준에 관한 연구)

  • Ha, Jeong-soo;Jeong, Yeon-hwan
    • Journal of Navigation and Port Research
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    • v.43 no.6
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    • pp.377-383
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    • 2019
  • Naval ships that are navigating always have the possibility of colliding, but there is no clear maneuvering procedure for collision avoidance, and there is a tendency to depend entirely on the intuitive judgment of the Officer Of Watch (OOW). In this study, we conducted a questionnaire survey when and how to avoid collision for the OOW in a Constant Bearing, Decreasing Range (CBDR) situation wherein the naval ships encountered obstacles. Using the results of the questionnaire survey, we analyzed the CBDR situation of encountering obstacles, and how to avoid collision in day/night. The most difficult to maneuver areas were Pyeongtaek, Mokpo, and occurred mainly in narrow channels. The frequency appeared on average about once every four hours, and there were more of a large number of ships encountering situations than the 1:1 situation. The method of check of collision course confirmation was more reliable with the eye confirmation results, and priority was given to distance at closest point of approach (DCPA) and time at closest point of approach (TCPA). There was not a difference in DCPA between the give-way ship and stand-on ship, but a difference between day and night. Also, most navigators prefer to use maneuvering & shifting when avoiding collisions, and steering is 10-15°, shifting ±5knots, and the drift course was direction added stern of the obstacles to the direction of it. These results will facilitate in providing officers with standards for collision avoidance, and also apply to the development of AI and big data based unmanned ship collision avoidance algorithms.

A Study on Playback of Ship Collision Accident Using Free Running Model Test (자유항주 모형시험을 활용한 선박 충돌사고 재현에 관한 연구)

  • Hansol Park;Nam Sun Son;Chun Seon Pyo
    • Journal of the Society of Naval Architects of Korea
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    • v.60 no.6
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    • pp.450-459
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    • 2023
  • According to Korea Maritime Safety Tribunal, there have been 14,100 maritime accidents from 2017 to 2021. Among those accidents, ship collision accidents have been up to 1,275 cases. But in the accidents relating to small ships like a fishing vessel, analyzing the causes of the accidents would depend on statements of the persons related because there is often no navigational data. But those statements can be incorrect and give rise to disagreements between them so that it causes conflicts with each other during the trial. So a replay system of ship collision accident (RESCA) has been developed in order to reproduce the ship collision accident by using AIS, V-PASS or radar data. But the reproduced trajectory of ship collision accident is needed to be verified because it can be unreasonable physically. So a method to verify the reproduced trajectory and collect the physical data on ship collision accident is newly designed by using free running test. In the RESCA, the accident is reproduced using the navigational data from the trajectory for a ship and measured from free running model test for the other ship at the same time. Through free running test, the behavior of the model ship is transformed from model scale into real scale. In order to check into the accuracy of the new method, free running model tests by using RESCA are carried out on the actual ship collision accidents.

Implementation of RS232C Serial Communication by CSMA protocol (충돌검지 다중접속(CSMA) 프로토콜에 의한 RS232C 직렬통신의 구현)

  • Kwak, Hee-Soo;Han, Kyong-Ho
    • Proceedings of the KIEE Conference
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    • 1998.07g
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    • pp.2473-2475
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    • 1998
  • In this paper, we implemented RS232C serial communication by the 2 wires(Data,GND), and multiple access, by the applying Collision Sensing Multiple Access(CSMA) Protocol. Multiple access is implemented by assigning a unique ID to each controller. The multiple access control operation starts by sending a command packet from a host to another host and the command packet is composed of ID bytes of source and target host computer, data bytes and the check sum, byte. In host computer, after sending command packet, the collision from loop back data. If collision is detected, it means a command packet was collided with another command packet for another host. The packet communication of the controller enables the multiple acces of the controller through the common serial data link. The application of this serial communication through CSMA protocol and the usage of two wires, have an effect on saving the wires and convenient of layout work.

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