• Title/Summary/Keyword: Collision detection

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Validation of Mid Air Collision Detection Model using Aviation Safety Data (항공안전 데이터를 이용한 항공기 공중충돌위험식별 모형 검증 및 고도화)

  • Paek, Hyunjin;Park, Bae-seon;Kim, Hyewook
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.29 no.4
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    • pp.37-44
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    • 2021
  • In case of South Korea, the airspace which airlines can operate is extremely limited due to the military operational area located within the Incheon flight information region. As a result, safety problems such as mid-air collision between aircraft or Traffic alert and Collision Avoidance System Resolution Advisory (TCAS RA) may occur with higher probability than in wider airspace. In order to prevent such safety problems, an mid-air collision risk detection model based on Detect-And-Avoid (DAA) well clear metrics is investigated. The model calculates the risk of mid-air collision between aircraft using aircraft trajectory data. In this paper, the practical use of DAA well clear metrics based model has been validated. Aviation safety data such as aviation safety mandatory report and Automatic Dependent Surveillance Broadcast is used to measure the performance of the model. The attributes of individual aircraft track data is analyzed to correct the threshold of each parameter of the model.

Parallel Intersection Detection Algorithm using CUDA (CUDA 를 이용한 가상 객체들간의 병렬 충돌 검사 알고리즘)

  • Lee, Yeon-Hee;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.451-455
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    • 2008
  • In this paper, we present how we implement the low-level, triangle intersection routine in a massively parallel fashion using n VIDIA's new GPGPU language, CUDA. Triangle intersection often becomes a computational bottleneck in the collision detection problem. Due to the relatively low bandwidth between CPU and GPU, it has been challenging to implement efficient, object-space collision detection between triangle sets. However, thanks to the improved data transmission rates in CUDA architecture, in this paper, we improved the performance of triangle intersection substantially better than the optimized CPU counterpart.

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Traffic Collision Detection at Intersections based on Motion Vector and Staying Period of Vehicles (차량의 움직임 벡터와 체류시간 기반의 교차로 추돌 검출)

  • Shin, Youn-Chul;Park, Joo-Heon;Lee, Myeong-Jin
    • Journal of Advanced Navigation Technology
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    • v.17 no.1
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    • pp.90-97
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    • 2013
  • Recently, intelligent transportation system based on image processing has been developed. In this paper, we propose a collision detection algorithm based on the analysis of motion vectors and the staying periods of vehicles in intersections. Objects in the region of interest are extracted from the subtraction image between background images based on Gaussian mixture model and input images. Collisions and traffic jams are detected by analysing measured motion vectors of vehicles and their staying periods in intersections. Experiments are performed on video sequences actually recoded at intersections. Correct detection rate and false alarm rate are 85.7% and 7.7%, respectively.

A HILS system and its application on collision detection of an industrial robots

  • Song, Ji-Heuk;Lee, Sang-Hun;Hur, Jong-Sung
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.109.2-109
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    • 2002
  • $\textbullet$ Development of a HILS System as a High-Speed Prototyper $\textbullet$ Introduction of Major Components $\textbullet$ Design Procedure of Control Algorithm Using the HILS System $\textbullet$ A Design Example: Collision Detection

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Comparative Analysis of Projectile Collision Detection Methods in Unity3D (Unity3D엔진에서 투사체 충돌처리 방법의 비교분석)

  • Seo, Jong-Seok;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.181-182
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    • 2017
  • 게임에서 캐릭터와 몬스터 간, 캐릭터와 캐릭터 간, 피격처리 등을 위해서는 충돌처리가 필요하다. 본 논문에서는 Unity3D 엔진에서 지원하는 충돌처리 방법을 비교분석하였다. Unity3D 엔진에서 지원하는 충돌처리 방법은 Collider 방식과 Raycast 방식이 있으며, Collider 방식은 정적이거나 속도가 아주 느린 오브젝트에 사용하고, Raycast방식은 속도가 빠른 투사체를 구현하는데 적합하다.

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Development of Collision Prevention System for Agricultural Unmanned Helicopter (LiDAR를 이용한 농업용 무인헬기 충돌방지시스템 개발)

  • Jeong, Junho;Gim, Hakseong;Lee, Dongwoo;Suk, Jinyoung;Kim, Seungkeun;Kim, Jingu;Ryu, Si-dae;Kim, Sungnam
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.44 no.7
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    • pp.611-619
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    • 2016
  • This paper proposes a collision prevention system for an agricultural unmanned helicopter. The collision prevention system consists of an obstacle detection system, a mapping algorithm, and a collision avoidance algorithm. The obstacle detection system based on a LiDAR sensor is implemented in the unmanned helicopter and acquires distance information of obstacles in real-time. Then, an obstacle mapping is carried out by combining the distance to the obstacles with attitude/location data of the unmanned helicopter. In order to prevent a collision, alert is activated to an operator based on the map when the vehicle approaches to the obstacles. Moreover, the developed collision prevention system is verified through flight test simulating a flight pattern aerial spraying.

Vision-based Real-time Vehicle Detection and Tracking Algorithm for Forward Collision Warning (전방 추돌 경보를 위한 영상 기반 실시간 차량 검출 및 추적 알고리즘)

  • Hong, Sunghoon;Park, Daejin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.7
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    • pp.962-970
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    • 2021
  • The cause of the majority of vehicle accidents is a safety issue due to the driver's inattention, such as drowsy driving. A forward collision warning system (FCWS) can significantly reduce the number and severity of accidents by detecting the risk of collision with vehicles in front and providing an advanced warning signal to the driver. This paper describes a low power embedded system based FCWS for safety. The algorithm computes time to collision (TTC) through detection, tracking, distance calculation for the vehicle ahead and current vehicle speed information with a single camera. Additionally, in order to operate in real time even in a low-performance embedded system, an optimization technique in the program with high and low levels will be introduced. The system has been tested through the driving video of the vehicle in the embedded system. As a result of using the optimization technique, the execution time was about 170 times faster than that when using the previous non-optimized process.

A Development of 3-D Resolution Algorithm for Aircraft Collision Avoidance

  • Kim, Youngrae;Lee, Sangchul;Lee, Keumjin;Kang, Ja-Young
    • International Journal of Aeronautical and Space Sciences
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    • v.14 no.3
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    • pp.272-281
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    • 2013
  • Traffic Collision Avoidance System (TCAS) is designed to enhance safety in aircraft operations, by reducing the incidences of mid-air collision between aircraft. The current version of TCAS provides only vertical resolution advisory to the pilots, if an aircraft's collision with another is predicted to be imminent, while efforts to include horizontal resolution advisory have been made, as well. This paper introduces a collision resolution algorithm, which includes both vertical and horizontal avoidance maneuvers of aircraft. Also, the paper compares between the performance of the proposed algorithm and that of algorithms with only vertical or horizontal avoidance maneuver of aircraft.

A Study of the Obstacle Detection System Using Virtual Bumper(1) (Virtual Bumper를 이용한 장애물감지에 관한 연구(I))

  • 최성락;김선호;박경택;유득신
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 1999.10a
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    • pp.315-320
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    • 1999
  • Obstacle Detection System(ODS) is a essential system for automated vehicle, such as AGV(Automatic Guided Vehicle), mobile robot. Automated vehicle must have a capability to detect and to avoid obstacles to guarantee a safe driving condition. To implement obstacle detection system, virtual bumper concept adapted. Like real bumper in a car, such as in the truck, it protects vehicle from collision using laser distance sensor. When an obstacle(such as other vehicle, building, etc) intrudes this virtual bumper area, a virtual force is calculated and produces necessary strategy to be able to avoid collision. In this paper, simplified virtual bumper concept is presented, and various problems when happens to implement are discussed.

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Interactive Colision Detection for Deformable Models using Streaming AABBs

  • Zhang, Xinyu;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2007.02c
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    • pp.306-317
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    • 2007
  • We present an interactive and accurate collision detection algorithm for deformable, polygonal objects based on the streaming computational model. Our algorithm can detect all possible pairwise primitive-level intersections between two severely deforming models at highly interactive rates. In our streaming computational model, we consider a set of axis aligned bounding boxes (AABBs) that bound each of the given deformable objects as an input stream and perform massively-parallel pairwise, overlapping tests onto the incoming streams. As a result, we are able to prevent performance stalls in the streaming pipeline that can be caused by expensive indexing mechanism required by bounding volume hierarchy-based streaming algorithms. At run-time, as the underlying models deform over time, we employ a novel, streaming algorithm to update the geometric changes in the AABB streams. Moreover, in order to get only the computed result (i.e., collision results between AABBs) without reading back the entire output streams, we propose a streaming en/decoding strategy that can be performed in a hierarchical fashion. After determining overlapped AABBs, we perform a primitive-level (e.g., triangle) intersection checking on a serial computational model such as CPUs. We implemented the entire pipeline of our algorithm using off-the-shelf graphics processors (GPUs), such as nVIDIA GeForce 7800 GTX, for streaming computations, and Intel Dual Core 3.4G processors for serial computations. We benchmarked our algorithm with different models of varying complexities, ranging from 15K up to 50K triangles, under various deformation motions, and the timings were obtained as 30~100 FPS depending on the complexity of models and their relative configurations. Finally, we made comparisons with a well-known GPU-based collision detection algorithm, CULLIDE [4] and observed about three times performance improvement over the earlier approach. We also made comparisons with a SW-based AABB culling algorithm [2] and observed about two times improvement.

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