• 제목/요약/키워드: Collision detection algorithm

검색결과 129건 처리시간 0.024초

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

  • 이원석;홍성일;박규현;강윤식
    • 한국군사과학기술학회지
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    • 제18권4호
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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.

GPU를 이용한 이미지 공간 충돌 검사 기법 (GPU-based Image-space Collision Detection among Closed Objects)

  • 장한용;정택상;한정현
    • 한국HCI학회논문지
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    • 제1권1호
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    • pp.45-52
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    • 2006
  • 본 논문은 GPU를 활용한 이미지 공간 실시간 충돌 검사 기법을 설명한다. 닫힌 물체들이 충돌하지 않는 경우, 뷰잉 레이를 따라 물체의 앞면과 뒷면이 번갈아 가며 나타나는 것을 확인 할 수 있다. 그러나 물체 간 충돌이 일어나는 경우 이 현상이 깨어지게 된다. 이러한 특성에 기반하여 본 논문은 충돌 검사에 필요한 최소한의 표면 정보만 텍스쳐에 기록하여 충돌 검사를 수행하는 기법을 제안한다. 이 기법은 GPU의 framebuffer object 와 vertex buffer object, 그리고 occlusion query 등의 기능을 활용한다. 이러한 GPU의 기능을 이용하면 통상적인 이미지 기반 충돌검사에서 사용하는 multi-pass rendering 과 context switch 부하를 줄일 수 있다. 즉 기존의 이미지 기반 충돌 검사에 비해 적은 렌더링 횟수와 적은 렌더링 부하를 가진다. 본 논문에서 제안된 알고리즘은 변형체나 복잡한 물체에도 적용이 가능하며, 3D 게임이나 가상현실과 같은 실시간 어플리케이션에 적용될 수 있는 성능을 발휘한다.

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물리 엔진을 이용한 3차원 게임 객체의 충돌 처리 (Using the Physics engine to collision detection of 3D Game Object)

  • 강정훈
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.711-712
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    • 2009
  • 본 논문은 3차원 게임 내에서 물리 엔진을 이용하여 다양한 객체들의 충돌 처리를 구현하는 방법과 그에 따른 문제점에 대해 설명한다. 특히, 3D 게임콘텐츠에서 실시간으로 유용하게 사용될 수 있는 알고리즘을 제안한다.

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Interactive Colision Detection for Deformable Models using Streaming AABBs

  • Zhang, Xinyu;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2007년도 학술대회 3부
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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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Improved Crash Detection Algorithm for Vehicle Crash Detection

  • An, Byoungman;Kim, YoungSeop
    • 반도체디스플레이기술학회지
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    • 제19권3호
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    • pp.93-99
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    • 2020
  • A majority of car crash is affected by careless driving that causes extensive economic and social costs, as well as injuries and fatalities. Thus, the research of precise crash detection systems is very significant issues in automotive safety. A lot of crash detection algorithms have been developed, but the coverage of these algorithms has been limited to few scenarios. Road scenes and situations need to be considered in order to expand the scope of a collision detection system to include a variety of collision modes. The proposed algorithm effectively handles the x, y, and z axes of the sensor, while considering time and suggests a method suitable for various real worlds. To reduce nuisance and false crash detection events, the algorithm discriminated between driving mode and parking mode. The performance of the suggested algorithm was evaluated under various scenarios, and it successfully discriminated between driving and parking modes, and it adjusted crash detection events depending on the real scenario. The proposed algorithm is expected to efficiently manage the space and lifespan of the storage device by allowing the vehicle's black box system to store only necessary crash event's videos.

K-평균 군집화 알고리즘 및 최근접점 기반 무인항공기용 공선상의 다중 정적 장애물 충돌 회피 (K-Means Clustering Algorithm and CPA based Collinear Multiple Static Obstacle Collision Avoidance for UAVs)

  • 김혜지;강혁;이성봉;김형석;이동진
    • 한국항행학회논문지
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    • 제26권6호
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    • pp.427-433
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    • 2022
  • 무인항공기의 충돌 회피 기술은 장애물에 대한 탐지 기술과 충돌 여부 판단 및 회피 기술이 요구된다. 본 논문은 공선상에 존재하는 다중 정적 장애물에 대한 무인항공기의 충돌 회피를 수행하기 위하여, LiDAR를 활용한 장애물 탐지 알고리즘과 최근접점 기반의 충돌 인식 및 회피 알고리즘을 제안한다. 장애물 탐지를 수행하기 위하여 LiDAR의 측정 데이터 중 지면을 제거하는 전처리를 수행하고, K-평균 군집화 알고리즘을 활용하여 전처리된 데이터에서 장애물을 탐지 및 분류한다. 또한, 상대 항법을 통해 탐지한 다중 장애물의 절대 위치를 추정하며, 저주파 통과 필터를 활용하여 추정 위치를 보정한다. 탐지한 다중 정적 장애물과의 충돌 회피를 수행하기 위해 최근접점 기반의 충돌 인식 및 회피 알고리즘을 활용한다. 각 장애물 간의 거리를 활용하여 회피해야 하는 장애물 정보를 갱신하고, 갱신된 장애물 정보를 통해 충돌 인식 및 회피를 수행한다. 마지막으로 Gazebo 시뮬레이션 환경에서의 장애물 위치 추정, 충돌 인식 및 회피 결과 분석을 통해, 충돌 회피가 정상적으로 수행되는 것을 검증하였다.

객체 영역에 특화된 뎁스 추정 기반의 충돌방지 기술개발 (Object-aware Depth Estimation for Developing Collision Avoidance System)

  • 황규태;송지민;이상준
    • 대한임베디드공학회논문지
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    • 제19권2호
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    • pp.91-99
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    • 2024
  • Collision avoidance system is important to improve the robustness and functional safety of autonomous vehicles. This paper proposes an object-level distance estimation method to develop a collision avoidance system, and it is applied to golfcarts utilized in country club environments. To improve the detection accuracy, we continually trained an object detection model based on pseudo labels generated by a pre-trained detector. Moreover, we propose object-aware depth estimation (OADE) method which trains a depth model focusing on object regions. In the OADE algorithm, we generated dense depth information for object regions by utilizing detection results and sparse LiDAR points, and it is referred to as object-aware LiDAR projection (OALP). By using the OALP maps, a depth estimation model was trained by backpropagating more gradients of the loss on object regions. Experiments were conducted on our custom dataset, which was collected for the travel distance of 22 km on 54 holes in three country clubs under various weather conditions. The precision and recall rate were respectively improved from 70.5% and 49.1% to 95.3% and 92.1% after the continual learning with pseudo labels. Moreover, the OADE algorithm reduces the absolute relative error from 4.76% to 4.27% for estimating distances to obstacles.

동적 객체간의 실시간 충돌 감지 알고리즘 (Real-time collision detection for dynamic objects)

  • 오상영;황선민
    • 한국산학기술학회논문지
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    • 제9권3호
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    • pp.717-720
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    • 2008
  • 본 연구의 목적은 컴퓨터 그래픽스 상에서 움직이는 다면체간의 충돌을 탐지하는 데 있다. 지금까지 컴퓨터 그래픽스 분야에서 이와 관련된 많은 연구들이 수행되었으나 대부분 다이내믹한 환경에는 적절치 못했다. 본 연구를 통해 GJK 알고리즘을 기반으로 하여 움직이는 다면체간의 충돌 탐지에 적합한 방법을 제안하고자 한다.

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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    • 제14권3호
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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.