• 제목/요약/키워드: collision check

검색결과 61건 처리시간 0.026초

슈팅게임을 위한 충돌 처리 알고리즘 (Algorithm of collision processing for a shooting game)

  • 서정만
    • 한국컴퓨터정보학회지
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    • 제14권1호
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    • pp.249-254
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    • 2006
  • 본 논문에서는 기존의 사각형을 이용한 충돌처리 기법 알고리즘에 대하여 알아보고, 문제점을 제시하며, 단순한 사각형 충돌의 단점을 보완한, 작은 사각형 단위의 충돌 체크 기법을 제안하고, 실험과 실제 구현한 게임 화면 디자인을 통하여 제안한 알고리즘이 실제 게임에서 적용할 수 있음을 보인다.

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Using Piecewise Circular Curves as a 2D Collision Primitive

  • Ollington, Robert
    • 아태비즈니스연구
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    • 제9권2호
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    • pp.1-13
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    • 2018
  • Physics simulation is an important part of many interactive 2D applications and collision detection and response is key component of this simulation. While methods for reducing the number of collision tests that need to be performed has been well researched, methods for performing the final checks with collision primitives have seen little recent development. This paper presents a new collision primitive, the n-arc, constructed from piecewise circular curves or biarcs. An algorithm for performing a collision check between these primitives is presented and compared to a convex polygon primitive. The n-arc is shown to exhibit similar, though slightly slower, performance to a polygon when no collision occurs, but is considerably faster when a collision does occur. The goodness of fit of the new primitive is also compared to a polygon. While the n-arc often gives a looser fit in terms of area, the continuous tangents of the n-arcs makes them a good choice for organic, soft or curved surfaces.

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사각형 충돌감지알고리즘을 사용한 슈팅게임 구현 (Implementation of Shooting game using collision detection algorithm of)

  • 서정만;한상훈;이호
    • 한국컴퓨터정보학회논문지
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    • 제11권3호
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    • pp.187-192
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    • 2006
  • PC환경에서 슈팅게임 시에 충돌이벤트에 대한 내용과 충돌감지 알고리즘에 대하여 소개하였고, 기존의 사각형 충돌감지 알고리즘 기법에서 단순한 사각형 충돌의 단점을 보완한, 작은 사각형 단위의 충돌 체크 기법을 제안하여 화면디자인과 함께 단순한 슈팅게임을 구현하였다. 실험과 실제 구현한 게임 화면 디자인을 통하여 제안한 알고리즘이 실제 게임에서 적용할 수 있음과 기존의 알고리즘보다 제안한 알고리즘이 우수함을 보였다.

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충돌하는 구속 다물체계의 동역학 해석 (Dynamic Analysis of Constrained Multibody Systems Undergoing Collision)

  • 박정훈;유홍희;양현익;황요하
    • 대한기계학회논문집A
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    • 제24권2호
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    • pp.535-542
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    • 2000
  • This paper presents a method for the dynamic analysis of constrained multibody systems undergoing abrupt collision. The proposed method uses a longer time interval to check collision than that of c onventional method. This reduces the computational effort significantly. To calculate collision points on two colliding rigid bodies, one may introduce constraints of contact. However, this causes reduction of degree of freedom and difficulty of numerical analysis. The proposed method can calculate collision points without above mentioned problems. Three numerical examples are given to demonstrate the computational efficiency and the usefulness of the proposed method.

3차원 충돌해석 정보를 이용한 측면 충돌 사고 재구성 (A Study on the Side Collision Accident Reconstruction Using 3-Dimensional Crash Analysis)

  • 장인식;김일동
    • 한국자동차공학회논문집
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    • 제16권1호
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    • pp.52-63
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    • 2008
  • The side collision reconstruction algorithm is developed using three dimensional car crash analysis. Medium size passenger car is modeled for finite element analysis. Total 24 side collision configurations, four different speed and six different angle, are set up for making side collision database. Deformation index and degree index are built up for each collision case. Deformation index is a kind of deformation estimate averaging displacement of side door of crashed car from finite element analysis result. Angle index is constructed measuring deformed angle of crashing car. There are two kinds of angle index, one is measured at driver's side and the other is measured at passenger's side. Also a collision analysis information in side of cars is used for giving a basis for scientific and practical reason in a reconstruction of the car accident. The analysis program, LS-DYNA3D is utilized for finite element analysis program for a collision analysis. Those database are used for side collision reconstruction. Side collision reconstruction algorithm is developed, and applied to find the collision conditions before the accident occurs. Three example collision cases are tried to check the effectiveness of the algorithm. Deformation index and angle index is extracted for the case from the analysis result. Deformation index is compared to the established database, and estimated collision speed and angle are introduced by interpolation function. Angle index is used to select a specific collision condition from the several available conditions. The collision condition found by reconstruction algorithm shows good match with original condition within 10% error for speed and angle. As a result, the calculation from the reconstruction of the situation is reproducing the situation well. The performance in this study can be used in many ways for practical field using deformation index and degree index. Other different collision situations may be set up for extending the scope of this study in the future.

Al 합금 수송기계부품의 5축 가공에서 머신시뮬레이션을 통한 간섭체크 및 NC 데이터 최적화 (Interference Check and NC Data Optimization through Machine Simulation in 5 Axises Machining of a Vehicle Parts of Aluminum Alloy)

  • 김해지;이인수;김남경
    • 한국정밀공학회지
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    • 제21권12호
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    • pp.52-59
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    • 2004
  • This paper shows about the machine simulation embodiment when it happens NC equipment and between workpiece and interference in 5 axises machining of aluminium alloy a vehicles parts. And this research has been chosen because of the highest equipment interference occurrence rate at a vehicles parts processing of 5 axises horizontal machine. It can verify simulation and machining process through correlation of their dynamic relations, interference, collision as embodied virtual manufacturing system of machine, workpiece, and holder etc. That is necessary element in shape of machine tool, function and processing in imagination ball. Also, it verifies about interference and collision between NC equipment and workpiece, as it applied machine simulation to NC Data of actuality aircraft parts of BULKHEAD and FRAME. As the result of this study, by removing the equipment interference and collision element which creates NC data, the virtual machine tool it the efficiency of machine process has increased.

A decentralized collision avoidance algorithm of two mobile robots using potential fields

  • Yang, Dong-Hoon;Hong, Suk-Kyo
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1544-1549
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    • 2004
  • A new collision avoidance algorithm is presented for two mobile robots in narrow corridor environments. When two robots meet each other in a narrow corridor, one should yield the way to the other robot. To solve the problem arising in this situation, they exchange their path to get information about crossing-points to check avoidance conditions, which are necessary for choosing the robot to yield. The conditions are summarized as follows. 1) If one robot blocks the path to the closest crossing-point in front of the other robot. 2) If the closest crossing-point of each robot is the same point. 3) Which robot is closer to the closest crossing-point. In this paper, we propose a path planning algorithm for the robot which yield the way. Simulation results are presented to verify the feasibility of the proposed collision avoidance algorithm.

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방위끌림이 없는 장애물에 대한 함정의 충돌회피 기준에 관한 연구 (A Study on the Criteria for Collision Avoidance of Naval Ships for Obstacles in Constant Bearing, Decreasing Range (CBDR))

  • 하정수;정연환
    • 한국항해항만학회지
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    • 제43권6호
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    • pp.377-383
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    • 2019
  • 항해 중인 함정은 늘 충돌 가능성이 존재하지만 충돌회피를 위한 명확한 기동지침은 없고 함교 당직사관의 직관적 판단에 의존하는 경향이 있다. 본 연구에서는 항해 중인 함정이 방위끌림이 없는 장애물을 조우하는 상황에서 함교 당직사관을 대상으로 언제 어떻게 충돌을 회피하는지 설문조사를 실시하였다. 설문 결과를 활용하여 방위끌림이 없는 장애물 조우 상황, 주·야간 충돌 회피 방법을 분석하였다. 조함이 까다로운 지역은 평택, 목포 순이었고, 주로 협수로 내에서 발생하였다. 빈도는 4시간 항해 시 평균 1회 정도로 나타났으며, 1:1 조우 상황보다 다수 선박 조우가 많았다. 충돌침로 확인 시 전자해도보다 육안 확인 결과를 더 신뢰하였고, 충돌회피 고려 요소로 최단 접근거리, 최단 접근시간을 우선시하였다. 피항의무선과 침로유지선의 충돌회피 기동상 특별한 차이는 없었지만 주·야간 시 최단 접근거리의 차이는 존재했다. 충돌회피 시 대부분의 항해사들은 변침·변속을 함께 사용하는 것을 선호하며 타각 10~15°, 변속 ±5knots, 변침침로는 타함 함미 정방향에서 함미 가중치를 두었다. 이러한 결과들은 승조원들에게 부임 함정의 충돌 회피 기준을 제공하는데 도움이 될 것이며 나아가 AI, 빅데이터 기반의 무인함정 충돌회피 알고리즘 개발에도 적용될 것이다.

자유항주 모형시험을 활용한 선박 충돌사고 재현에 관한 연구 (A Study on Playback of Ship Collision Accident Using Free Running Model Test)

  • 박한솔;손남선;표춘선
    • 대한조선학회논문집
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    • 제60권6호
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    • pp.450-459
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    • 2023
  • According to Korea Maritime Safety Tribunal, there have been 14,100 maritime accidents from 2017 to 2021. Among those accidents, ship collision accidents have been up to 1,275 cases. But in the accidents relating to small ships like a fishing vessel, analyzing the causes of the accidents would depend on statements of the persons related because there is often no navigational data. But those statements can be incorrect and give rise to disagreements between them so that it causes conflicts with each other during the trial. So a replay system of ship collision accident (RESCA) has been developed in order to reproduce the ship collision accident by using AIS, V-PASS or radar data. But the reproduced trajectory of ship collision accident is needed to be verified because it can be unreasonable physically. So a method to verify the reproduced trajectory and collect the physical data on ship collision accident is newly designed by using free running test. In the RESCA, the accident is reproduced using the navigational data from the trajectory for a ship and measured from free running model test for the other ship at the same time. Through free running test, the behavior of the model ship is transformed from model scale into real scale. In order to check into the accuracy of the new method, free running model tests by using RESCA are carried out on the actual ship collision accidents.

충돌검지 다중접속(CSMA) 프로토콜에 의한 RS232C 직렬통신의 구현 (Implementation of RS232C Serial Communication by CSMA protocol)

  • 곽희수;한경호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1998년도 하계학술대회 논문집 G
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    • pp.2473-2475
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    • 1998
  • In this paper, we implemented RS232C serial communication by the 2 wires(Data,GND), and multiple access, by the applying Collision Sensing Multiple Access(CSMA) Protocol. Multiple access is implemented by assigning a unique ID to each controller. The multiple access control operation starts by sending a command packet from a host to another host and the command packet is composed of ID bytes of source and target host computer, data bytes and the check sum, byte. In host computer, after sending command packet, the collision from loop back data. If collision is detected, it means a command packet was collided with another command packet for another host. The packet communication of the controller enables the multiple acces of the controller through the common serial data link. The application of this serial communication through CSMA protocol and the usage of two wires, have an effect on saving the wires and convenient of layout work.

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