• Title/Summary/Keyword: Space-Time Visibility

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Conservative Visibility Preprocessing by Expressing 4-D visibility Information on 2-D Spaces (2차원 평면상에 4차원 가시성 정보의 표현을 통한 포괄적 가시성 전처리)

  • Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.9-23
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    • 1999
  • Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelpiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. This is inherently a four-dimensional problem. We efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree, which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility. The proposed method is able to efficiently handle more general environments like urban scenes, and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m, users can select a suitable level of trade-off between the preprocessing time and the quality of the computational result.

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Visibility Analysis of Domestic Satellites on Proposed Ground Sites for Optical Surveillance

  • Kim, Jae-Hyuk;Jo, Jung-Hyun;Choi, Jin;Moon, Hong-Kyu;Choi, Young-Jun;Yim, Hong-Suh;Park, Jang-Hyun;Park, Eun-Seo;Park, Jong-Uk
    • Journal of Astronomy and Space Sciences
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    • v.28 no.4
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    • pp.319-332
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    • 2011
  • The objectives of this study are to analyze the satellite visibility at the randomly established ground sites, to determine the five optimal ground sites to perform the optical surveillance and tracking of domestic satellites, and to verify the acquisition of the optical observation time sufficient to maintain the precise ephemeris at optimal ground sites that have been already determined. In order to accomplish these objectives, we analyzed the visibility for sun-synchronous orbit satellites, low earth orbit satellites, middle earth orbit satellites and domestic satellites as well as the continuous visibility along with the fictitious satellite ground track, and calculate the effective visibility. For the analysis, we carried out a series of repetitive process using the satellite tool kit simulation software developed by Analytical Graphics Incorporated. The lighting states of the penumbra and direct sun were set as the key constraints of the optical observation. The minimum of the observation satellite elevation angle was set to be 20 degree, whereas the maximum of the sun elevation angle was set to be -10 degree which is within the range of the nautical twilight. To select the candidates for the optimal optical observation, the entire globe was divided into 84 sectors in a constant interval, the visibility characteristics of the individual sectors were analyzed, and 17 ground sites were arbitrarily selected and analyzed further. Finally, five optimal ground sites (Khurel Togoot Observatory, Assy-Turgen Observatory, Tubitak National Observatory, Bisdee Tier Optical Astronomy Observatory, and South Africa Astronomical Observatory) were determined. The total observation period was decided as one year. To examine the seasonal variation, the simulation was performed for the period of three days or less with respect to spring, summer, fall and winter. In conclusion, we decided the optimal ground sites to perform the optical surveillance and tracking of domestic satellites and verified that optical observation time sufficient to maintain the precise ephemeris could be acquired at the determined observatories.

Path-finding by using generalized visibility graphs in computer game environments (컴퓨터 게임 환경에서 일반화 가시성 그래프를 이용한 경로찾기)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.14 no.3
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    • pp.21-31
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    • 2005
  • In state-of-the-art games, characters can move in a goal-directed manner so that they can move to the goal position without colliding obstacles. Many path-finding methods have been proposed and implemented for these characters and most of them use the A* search algorithm. When .the map is represented with a regular grid of squares or a navigation mesh, it often takes a long time for the A* to search the state space because the number of cells used In the grid or the mesh increases for higher resolution. Moreover the A* search on the grid often causes a zigzag effect, which is not optimal and realistic. In this paper we propose to use visibility graphs to improve the search time by reducing the search space and to find the optimal path. We also propose a method of taking into account the size of moving characters in the phase of planning to prevent them from colliding with obstacles as they move. Simulation results show that the proposed method performs better than the grid-based A* algorithm in terms of the search time and space and that the resulting paths are more realistic.

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An Earth-Moon Transfer Trajectory Design and Analysis Considering Spacecraft's Visibility from Daejeon Ground Station at TLI and LOI Maneuvers

  • Woo, Jin;Song, Young-Joo;Park, Sang-Young;Kim, Hae-Dong;Sim, Eun-Sup
    • Journal of Astronomy and Space Sciences
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    • v.27 no.3
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    • pp.195-204
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    • 2010
  • The optimal Earth-Moon transfer trajectory considering spacecraft's visibility from the Daejeon ground station visibility at both the trans lunar injection (TLI) and lunar orbit insertion (LOI) maneuvers is designed. Both the TLI and LOI maneuvers are assumed to be impulsive thrust. As the successful execution of the TLI and LOI maneuvers are crucial factors among the various lunar mission parameters, it is necessary to design an optimal lunar transfer trajectory which guarantees the visibility from a specified ground station while executing these maneuvers. The optimal Earth-Moon transfer trajectory is simulated by modifying the Korean Lunar Mission Design Software using Impulsive high Thrust Engine (KLMDS-ITE) which is developed in previous studies. Four different mission scenarios are established and simulated to analyze the effects of the spacecraft's visibility considerations at the TLI and LOI maneuvers. As a result, it is found that the optimal Earth-Moon transfer trajectory, guaranteeing the spacecraft's visibility from Daejeon ground station at both the TLI and LOI maneuvers, can be designed with slight changes in total amount of delta-Vs. About 1% difference is observed with the optimal trajectory when none of the visibility condition is guaranteed, and about 0.04% with the visibility condition is only guaranteed at the time of TLI maneuver. The spacecraft's mass which can delivered to the Moon, when both visibility conditions are secured is shown to be about 534 kg with assumptions of KSLV-2's on-orbit mass about 2.6 tons. To minimize total mission delta-Vs, it is strongly recommended that visibility conditions at both the TLI and LOI maneuvers should be simultaneously implemented to the trajectory optimization algorithm.

Genetic algorithm-based scheduling for ground support of multiple satellites and antennae considering operation modes

  • Lee, Junghyun;Kim, Haedong;Chung, Hyun;Ko, Kwanghee
    • International Journal of Aeronautical and Space Sciences
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    • v.17 no.1
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    • pp.89-100
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    • 2016
  • Given the unpredictability of the space environment, satellite communications are manually performed by exchanging telecommands and telemetry. Ground support for orbiting satellites is given only during limited periods of ground antenna visibility, which can result in conflicts when multiple satellites are present. This problem can be regarded as a scheduling problem of allocating antenna support (task) to limited visibility (resource). To mitigate unforeseen errors and costs associated with manual scheduling and mission planning, we propose a novel method based on a genetic algorithm to solve the ground support problem of multiple satellites and antennae with visibility conflicts. Numerous scheduling parameters, including user priority, emergency, profit, contact interval, support time, remaining resource, are considered to provide maximum benefit to users and real applications. The modeling and formulae are developed in accordance with the characteristics of satellite communication. To validate the proposed algorithm, 20 satellites and 3 ground antennae in the Korean peninsula are assumed and modeled using the satellite tool kit (STK). The proposed algorithm is applied to two operation modes: (i) telemetry, tracking, and command and (ii) payload. The results of the present study show near-optimal scheduling in both operation modes and demonstrate the applicability of the proposed algorithm to actual mission control systems.

A Study on Characteristics of Modern Museum Architecture's Visual Circulation - Focused on Space Syntax and Visibility Graph Analysis - (현대뮤지엄 건축의 시각동선(視覺動線) 특성에 관한 연구 - 공간구문론(Space Syntax)과 가시장분석(Visibility Graph Analysis)을 중심으로 -)

  • Park, Chong-Ku;Lee, Sung-Hoon
    • Korean Institute of Interior Design Journal
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    • v.19 no.4
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    • pp.74-81
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    • 2010
  • This study analyzed characteristics of visual circulation in the modern museum architecture while carrying out space syntax and visibility graph analysis side by side in order to solve problems of visitors' movement having been suggested as the point at issue at modern museum architecture that has become big scaled and layering so as to satisfy various social demands. Also, the result of this analysis is same as followings. First, visitors become to watch the exhibition with clear position that can make themselves in right allocation, and thus visual and perceptual confusions were shown as relatively low in case physical position and visual one were matched at major space of atrium type or mediation space. Second, it was appeared a lot at the museum having exhibition space of room type in case the physical position and visual one were not matched. Visual circulation in the exhibition space of room type has a merit of forming the circulation where free selection is possible. However, it have raised concerns that visual passageway of visitors could be in a stalemate or crash at the opening part, not at the exhibition hall. Third, though analysis of space syntax had a merit of analyzing total modern museum architectures having became compounded and big scaled, but it was dropped in reliability from the visual circulation's analysis that was decided by flows of space and time. In contrary, visibility graph analysis was shown as having a merit to analyzing the flows rather than that of total structure, and also appeared as being able to supplement the disadvantage of space syntax in methodology. Upon the above analysis, a lot of architectural elements such as allocation of exhibition hall, location of door and window etc. were appeared as affecting influences to forming visual circulation of visitors, not to mention of allocations of major space, mediation space, and exhibition one. Through this study, various possibilities of quantitative analysis on the visual circulation in the museum architectures can be confirmed. However, this study expects that in-depth subsequent researches objecting to various museums could be realized afterwards because there are still limitations in its analysis.

Layered Visibility Graph With Convex Hull to Avoid the Complex Terrain for UAV (무인기의 복잡한 지형 회피를 위한 Convex Hull 기반의 계층형 Visibility Graph)

  • Lim, Daehee;Park, Jihoon;Min, Chanoh;Jang, Hwanchol;Lee, Daewoo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.47 no.12
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    • pp.874-880
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    • 2019
  • This paper introduces a method which can be effectively used for the path planning of UAV in a realistic map which has mountainous terrains, air defense networks and radars based on the Visibility Graph. Existing studies of Visibility Graph have been studied mainly for simple shape obstacles in 2-dimensional environment such as self-driving cars which avoid buildings. However, for UAV, Visibility Graph must be used in 3-dimensional environment for the variance of altitude. This occurs significant elapsed time increase because of the increase of the amount of the visibility of node sets. To solve this problem, this paper decrease the number of nodes which consists the complex terrain environments using convex hull based on Layered Visibility Graph. With convex hull method, this paper confirmed that the elapsed time is decreased about 99.5% compared to the case which has no decrease of the number of nodes.

Design to improve HUD symbol visibility in air-to-air mode (공대공 모드에서 HUD 심볼 시인성 개선을 위한 설계 방안)

  • Lee, Hyuk Jun;Choi, Jung Dong
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.42 no.12
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    • pp.1045-1050
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    • 2014
  • A Head-Up-Display is an avionic equipment to identify targets and flight data at same time the pilot looks over the external environment outside canopy. The HUD displays various symbols to depend on avionic mode which is composed of navigation mode, air-to-air mode, air-to-ground mode. In air-to-air mode, HUD should provide the intuitive symbols for pilot to aim the target exactly in a short time. In this paper, we propose a design method to improve the visibility of the HUD Symbols.

An Indoor Pedestrian Simulation Model Incorporating the Visibility (가시성을 고려한 3차원 실내 보행자 시뮬레이션 모델)

  • Kwak, Su-Yeong;Nam, Hyun-Woo;Jun, Chul-Min
    • Spatial Information Research
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    • v.18 no.5
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    • pp.133-142
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    • 2010
  • Many pedestrian or fire evacuation models have been studied last decades for modeling evacuation behaviors or analysing building structures under emergency situations. However, currently developed models do not consider the differences of visibility of pedestrians by obstacles such as furniture, wall, etc. The visibility of pedestrians is considered one of the important factors that affect the evacuation behavior, leading to making simulation results more realistic. In order to incorporate pedestrian's visibility into evacuation simulation, we should be able to give different walking speeds according to differences of visibility. We improved the existing floor field model based on cellular automata in order to implement the visibility. Using the space syntax theory, we showed how we split the indoor spaces depending on the different visibilities created by different levels of structural depths. Then, we improved the algorithm such that pedestrians have different speeds instead of simultaneous movement to other cells. Also, in order for developing a real time simulation system integrated w ith indoor sensors later, we present a process to build a 3D simulator using a spatial DBMS. The proposed algorithm is tested using a campus building.

Fast algorithm for incorporating start and goal points into the map represented in a generalized visibility graph (출발점과 목표점을 일반화 가시성그래프로 표현된 맵에 포함하기 위한 빠른 알고리즘)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.31-39
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    • 2006
  • The visibility graph is a well-known method for efficient path-finding with the minimum search space modelling the game world. The generalized visibility graph is constructed on the expanded obstacle boundaries to eliminate the "wall-hugging" problem which is a major disadvantage of using the visibility graph. The paths generated by the generalized visibility graph are guaranteed to be near optimal and natural-looking. In this paper we propose the method to apply the generalized visibility graph efficiently for game characters who moves among static obstacles between varying start and goal points. Even though the space is minimal once the generalized visibility graph is constructed, the construction itself is time-consuming in checking the intersection between every two links connecting nodes. The idea is that we build the map for static obstacles first and then incorporate start and goal nodes quickly. The incorporation of start and goal nodes is the part that must be executed repeatedly. Therefore we propose to use the rotational plane-sweep algorithm in the computational geometry for incorporating start and goal nodes efficiently. The simulation result shows that the execution time has been improved by 39%-68% according to running times in the game environment with multiple static obstacles.

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