• Title/Summary/Keyword: Virtual Path Method

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Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

Implementation of an Intelligent Automatic Parking Assist System (지능형 자동 주차 지원 시스템의 구현)

  • Park Cheong-Sool;Han Min-Hong
    • Journal of the Institute of Convergence Signal Processing
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    • v.6 no.4
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    • pp.182-190
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    • 2005
  • In the paper, we propose an intelligent automatic parking assist system. To realize an automatic parking, first, the prospective parking position and the location of a vehicle should be recognized. Second, the system should compute a path which introduces the parking position precisely with avoiding any obstacles. Third, the handle should be controlled so that the vehicle moves through the path. To calculate the location of the vehicle and its surroundings, the system applies the camera image method to transforming input images to the plane map. It also uses the inertial navigation method which recognizes the position and the direction of a moving vehicle by using a kinematic model of the vehicle. To generate a path of the vehicle, the simple path method and the Bezier spline method are tested. The divided arc method which generates multiple paths is also tested. We apply a method which makes the system choose the best path with multiple objective functions. We introduce the virtual road method, as a solution for the problem of mechanical time delay, to have the vehicle followed the designated path.

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A New Navigation/Traveling Method in Virtual Environment (가상공간에서 새로운 이동기법에 관한 연구)

  • 권태욱;최윤철
    • Journal of Korea Multimedia Society
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    • v.3 no.3
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    • pp.224-233
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    • 2000
  • An important feature of virtual reality is the facility for the user to move around a virtual environment in a natural and easily controlled manner, Navigation. Navigation involves changing the perspective of the user in the virtual environment (VE). Natural locomotion methods are able to contribute to a sense of presence and reality. This paper focuses on the navigation method in the virtual environment, one of the major interfaces for the interactivity between human and virtual environments in virtual reality circumstances and worlds. It proposes a new navigation method: Intelligent Cruise-Control Navigation (ICCN), which provides a natural and user-centered navigation method in virtual environment and can improve the reality and the presence. Intelligent Cruise-Control Navigation is composed of three major phases: Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The ICCN can reduce the user's fatigue and improve the user's presence and reality in the virtual environment. Through the experimental study it has been determined that the ICCN will be a natural, straightforward, and useful interface in VE.

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A Study on Obstacle-Free Path Generation of Avatar using Conformal Mapping (등각 사상을 이용한 인체 아바타의 장애물 회피 경로 생성에 관한 연구)

  • Kim, Jong-Sung;Do, Jun-Hyeong;Park, Kwang-Hyun;Kim, Jung-Bae;Song, Kyung-Joon;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.1
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    • pp.7-18
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    • 2001
  • In this paper, we present a new method to generate obstacle-free path by using conformal mapping, when avatar navigates in virtual environment. First, we show that the proposed method generates a path to keep away from a circular obstacle. Then, we show that the method can be extended to an elliptical obstacle and multiple obstacles. For real applications, we combine the proposed local method with a global navigation method using sub-target to generate a global obstacle-free path by which avatar navigates naturally in virtual environment.

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Experimental Verification of 1D Virtual Force Field Algorithm on Uneven and Dusty Environment (비평지 및 먼지 환경에서 1차원 가상힘장 알고리즘의 실험적 검증)

  • Choe, Tok Son;Joo, Sang-Hyun;Park, Yong-Woon;Park, Jin-Bae
    • Journal of the Korea Institute of Military Science and Technology
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    • v.20 no.5
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    • pp.647-653
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    • 2017
  • In this paper, we deal with the experimental verification of 1D virtual force field algorithm based reflexive local path planning on uneven and dusty environment. The existing obstacle detection method on uneven and dusty environment and 1D virtual force field based reflexive local path planning algorithm simply are introduced. Although the 1D virtual force field algorithm is verified by various simulations, additional efforts are needed to verify this algorithm in the real-world. The introduced methods are combined with each other, installed to real mobile platforms and verified by various real experiments.

Overlay Multicast considering Fast Path Recovery (빠른 경로 복구를 고려한 오버레이 멀티캐스트)

  • Gu, Myeong-Mo;Kim, Bong-Gi
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.332-337
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    • 2016
  • The rapid reconstruction of a transfer path is caused by frequent secession of nodes in many applications using overlay multicast. For this, however, many studies have been proposed, but a study of fast path recovery is required. This paper proposes a new method for fast path recovery to improve the path reconstruction time and for stable path maintain caused by the sudden secession of the parent node on overlay multicast. The proposed method uses the virtual transfer path and the candidate parent node for the fast path recovery. All nodes exchange periodically the RTT (Round Trip Time) information between the other nodes of similar position itself and neighboring node. All nodes have a candidate parent node list, and each node stores the exchanged RTT information on the list. Each node constructs the virtual transfer path to reduce the recovery time after deciding a candidate parent node that is one of them by the RTT order. In this way, when the parent node is seceded, all nodes can recover the transfer path quickly using the virtual transfer path. The simulation result showed that the recovery time of the proposed method is an average 30% faster than the known method.

The Use of Vibro-acoustical Reciprocity to Estimate Source Strength and Airborne Noise Synthesis (구조-음향 상반성 원리를 이용한 공기기인 소음원의 강도 추정 및 소음 합성)

  • Kim, Yoon-Jae;Byun, Jae-Hwan;Kang, Yeon-June;Hong, Jin-Chul;Kwon, O-Jun;Kang, Koo-Tae
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.19 no.1
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    • pp.42-49
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    • 2009
  • In this paper, an alternative method was introduced to conduct a transfer path analysis for airborne noise. The method used the transfer function matrix composed of acoustic transfer functions that are referenced by the input voltage of a calibration source. A calibration factor which is converting a virtual voltage to source strength was deduced by vibro-acoustical reciprocity theorem. The calibration factor is then multiplied to the virtual input voltage to estimate the operational source strength. Three loudspeakers were used to noise sources of acrylic half car model. The method was applied to airborne noise transfer path analysis of the half car. The estimated source strength by transfer path analysis was compared the deduced source strength by vibro-acoustical reciprocity to verify the method.

Web3D Tour Path Setting-Method Using Spline Curve (스플라인 곡선을 이용한 Web3D 투어패스 설정 기법)

  • Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.544-547
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    • 2008
  • Navigation in 3D virtual environment(VE) is very difficult because the virtual environment is lack information than real 3D world. So navigation is import research subject in 3D VE. In this paper, we study tour path setting method using spline curve. The spline curve is augmented polynomial function. So the curve is differentiable. In particular, since the curves which are order of 2 and 3 are second order differentiable those are sufficiently smooth for using the computer graphics and CAD system.

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Comparison of Force Calculation Methods in 2D and 3D Finite Element Method

  • Yan Xiuke;Koh, Chang-Seop;Ryu, Jae-Seop;Xie Dexin
    • KIEE International Transaction on Electrical Machinery and Energy Conversion Systems
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    • v.11B no.4
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    • pp.137-145
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    • 2001
  • The magnetic force calculation methods, the Maxwell's stress tensor method, virtual work method, and nodal force method, are reviewed and the equivalence of them are theoretically proved. The methods are applied to the magnetic force calculation of 2D linear and nonlinear problems, and 3D nonlinear problem. As the results, the convergence of the methods as the number of elements increases, accuracy of the methods, and integral path dependence of the methods are discussed. Finally some recommendations on the usage of the methods, including the determination of the integral path, are given.

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