• Title/Summary/Keyword: Collision detection algorithm

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Design of an Efficient VLSI Architecture for Collision Detection Based on Insect's Visual Interneuron (곤충의 시각 신경망 기반 충돌감지 기술의 효율적인 VLSI 구조 설계)

  • Jeong, Sooyong;Lee, Jaehyeon;Song, Deokyong;Park, Taegeun
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.67 no.12
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    • pp.1671-1677
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    • 2018
  • In this research, the collision detection system based on insect's visual interneuron has been designed. The lobula giant movement detector (LGMD) corresponds to the movement value that increases in direct collision process. If the collision is detected by the LGMD only, it could generate a crash warning even in a non-collision situation, resulting in a lot of false alarms. Directionally sensitive movement detectors (DSMD) are directionally sensitive algorithm based on the elementary movement detectors (EMD) in four directions (up, down, left, and right). In this paper, we propose an efficient VLSI architecture for a realtime collision detection system that is robust to the surrounding environment while improving accuracy. The proposed architecture is synthesized with Dongbu Hightech 110nm standard cell library and shows 333MHz of maximum operating frequency and requires 8400 gates with about 16.5KB of internal memories.

Enhanced FFD-AABB Collision Algorithm for Deformable Objects

  • Jeon, JaeHong;Choi, Min-Hyung;Hong, Min
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.713-720
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    • 2012
  • Unlike FEM (Finite Element Method), which provides an accurate deformation of soft objects, FFD (Free Form Deformation) based methods have been widely used for a quick and responsive representation of deformable objects in real-time applications such as computer games, animations, or simulations. The FFD-AABB (Free Form Deformation Axis Aligned Bounding Box) algorithm was also suggested to address the collision handling problems between deformable objects at an interactive rate. This paper proposes an enhanced FFD-AABB algorithm to improve the frame rate of simulation by adding the bounding sphere based collision test between 3D deformable objects. We provide a comparative analysis with previous methods and the result of proposed method shows about an 85% performance improvement.

Layout Planning for Stereolithography Parts using 3D Collision Detection Algorithm (3차원 충돌탐지 알고리듬을 이용한 광조형물의 최적배치 알고리듬 개발)

  • Kim, Boo-Young;Lee, Seok-Hee;Kim, Ho-Chan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.27 no.9
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    • pp.1546-1554
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    • 2003
  • Efficient layout in a fixed work volume reduces build time when multiple parts are built at once in stereolithography systems. An efficient algorithm is developed for 3D layout planning. And it reduces build time and increases efficiency of SLA system. Genetic algorithm is implemented to locate as many parts as possible in the fixed work volume. A 3D collision detection algorithm, k-DOPs Tree, is implemented for the fast evaluation of a layout plan.

An Animation Speed-independent Collision Detection Algorithm (애니메이션 속도에 무관한 충돌 탐지 알고리즘)

  • 김형석
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.3_4
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    • pp.247-256
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    • 2004
  • This paper presents an efficient collision detection algorithm the performance of which is independent of animation speed. Most of the previous collision detection algorithms are incremental and discrete methods, which find out the neighborhood of the extreme vertex at the previous time instance in order to get an extreme vertex at each time instance. However, if an object collides with another one with a high torque, then the angular speed becomes faster. Hence, the candidate by the incremental algorithms may be farther from the real extreme vertex at this time instance. Therefore, the worst time complexity nay be $O(n^2)$, where n is the number of faces. Moreover, the total time complexity of incremental algorithms is dependent on the time step size of animation because a smaller time step yields more frequent evaluation of Euclidean distance. In this paper, we propose a new method to overcome these drawbacks. We construct a spherical extreme vertex diagram on Gauss Sphere, which has geometric properties, and then generate the distance function of a polyhedron and a plane by using this diagram. In order to efficiently compute the exact collision time, we apply the interval Newton method to the distance function.

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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Dynamic Round size Decision Algorithm for Identification of REID Tag (RFID 태그 인식을 위한 동적 Round Size 결정 알고리즘)

  • Lee Seung-Hyuk;Park Il-Yong;Cho Tae-Kyung;Yoo Hyun-Joong;Park Byoung-Soo;Baek Hyun-Ok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.3
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    • pp.373-378
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    • 2006
  • One of the biggest problems that should be solved in present RFID systems is a reduction of identification efficiency by the collision of singals between different tags. As the number of tags, which should be identified, increases over the size of allocated round, more slots experiences the collision between them. It can causes generation of tag collision assigning the fixed round size and so, allocated round size should be regulated properly. This paper proposes the algorithm which can reduce collision between tags, and allocate specific round size dynamically for efficient tag identification. After each round is finished, the reader allocates the round size dynamically using the collision information of the slot. All collision informations of the slot consists of the number of slots which came into conflict, tags which were realized properly without any conflictions and empty slots. We used slotted aloha algorithm as the collision detection algorithm and finally, checked that this could be used very usefully when this algorithm which was proposed effectively could not know how many number of tags were exisisted through the simulation in advance.

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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.

A Study on Technique of Fighting Game Producing and Game Algorithm (격투게임 제작 기법과 알고리즘에 관한 연구)

  • Joo, Jung-Kyu
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.69-76
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    • 2002
  • This paper describes basic producing techniques of fighting game, collision detection between fighters, fighting skill, thinking routine and processing method of enemy characters, and algorithm structure of fighting game. Also, I studied as for algorithm of the template and strategy methods of design pattern class applied to a fighting game.

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Probabilistic Neighbor Discovery Algorithm in Wireless Ad Hoc Networks (무선 애드혹 네트워크에서의 확률적 이웃 탐색 기법)

  • Song, Taewon;Park, Hyunhee;Pack, Sangheon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.9
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    • pp.561-569
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    • 2014
  • In wireless ad hoc networks, neighbor discovery is essential in the network initialization and the design of routing, topology control, and medium access control algorithms. Therefore, efficient neighbor discovery algorithms should be devised for self-organization in wireless ad hoc networks. In this paper, we propose a probabilistic neighbor discovery (PND) algorithm, which aims at reducing the neighbor discovery time by adjusting the transmission probability of advertisement messages through the multiplicative-increase/multiplicative-decrease (MIMD) policy. To further improve PND, we consider the collision detection (CD) capability in which a device can distinguish between successful reception and collision of advertisement messages. Simulation results show that the transmission probabilities of PND and PND with CD converge on the optimal value quickly although the number of devices is unknown. As a result, PND and PND with CD can reduce the neighbor discovery time by 15.6% to 57.0% compared with the ALOHA-like neighbor discovery algorithm.

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.