• Title/Summary/Keyword: collision processing

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Collision-Free Path Planning for a Redundant Manipulator Based on PRM and Potential Field Methods (PRM과 포텐셜 필드 기법에 기반한 다자유도 머니퓰레이터의 충돌회피 경로계획)

  • Park, Jung-Jun;Kim, Hwi-Su;Song, Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.4
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    • pp.362-367
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    • 2011
  • The collision-free path of a manipulator should be regenerated in the real time to achieve collision safety when obstacles or humans come into the workspace of the manipulator. A probabilistic roadmap (PRM) method, one of the popular path planning schemes for a manipulator, can find a collision-free path by connecting the start and goal poses through the roadmap constructed by drawing random nodes in the free configuration space. The path planning method based on the configuration space shows robust performance for static environments which can be converted into the off-line processing. However, since this method spends considerable time on converting dynamic obstacles into the configuration space, it is not appropriate for real-time generation of a collision-free path. On the other hand, the method based on the workspace can provide fast response even for dynamic environments because it does not need the conversion into the configuration space. In this paper, we propose an efficient real-time path planning by combining the PRM and the potential field methods to cope with static and dynamic environments. The PRM can generate a collision-free path and the potential field method can determine the configuration of the manipulator. A series of experiments show that the proposed path planning method can provide robust performance for various obstacles.

PASC Processor Architecture for Enhanced Loop Execution (루프를 효과적으로 처리하는 PASC 프로세서 구조)

  • Ji, Seung-Hyeon;Park, No-Gwang;Jeon, Jung-Nam;Kim, Seok-Il
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.5
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    • pp.1225-1240
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    • 1999
  • This paper proposes PASC(PArtitioned SCHeduler) processor architecture that equips with a number of functional unit and an individual scheduler paris. Every scheduler of the PASC processor can determine whether a unit instruction can be issued to the associated functional unit or it is to be waited until next cycle caused by a resource collision or data dependencies. In the PASC processor, only the functional unit with a resource collision or data dependencies waits by executing a NOP(No OPeration) instruction and the other functional units execute their own instructions. Therefore we can expect the code compaction effect on the PASC processor. Thus, the last instruction of a loop at certain iteration and the very first instruction of the loop at the next iteration can be scheduled simultaneously if the two instructions do not incur any resource collision or data dependencies. Therefore, we can expect that such two instructions without any resource collision and data dependencies are packed into the same very long instruction word and thus, the two instructions are executed concurrently at run time. As a result, we can shorten execution cycles of a loop comparing to the execution of the loop on a traditional VLIW or SVLIW processor architecture. Simulation result also promises faster execution of loops on a PASC processor architecture than those on a VLIW and SVLIW processor architecture.

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A Development of a Collision Prevention System by a Moving Image (이동 영상에 의한 충돌 방지 시스템의 개발)

  • 박영식
    • Journal of the Institute of Convergence Signal Processing
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    • v.4 no.4
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    • pp.1-6
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    • 2003
  • In this Paper, the moving image is detected by a collision preventive system. The noise of these images is reduced by a mean filter. In case of detecting a movement with a binary difference image the moving area is detected exactly by the labeling and the projective method. When the image move slowly with the tracking mode of the system, the center of the tracking window move to the previous tracking window. And the tracking windows are divided into a tracking mode and a coasting mode which are determine by the Contrast-Difference Correlation of the date obtained from a difference image. The coasting mode determine whether continue the tracking step or not comparing the coasting-time values to reducing the error by the disturbance. The coasting and tracking of these moving images are verified by the result of the simulation.

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A technique of collision detection between virtual objects and real objects for increasing immersion of Augmented Reality system (증강현실 시스템에서 몰입감 증대를 위한 가상 및 실물 객체간의 충돌 처리 기법 개발)

  • Cho, In-Kyeong;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.521-527
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    • 2009
  • This paper suggests a collision techniques for a higher reality in augmented reality by processing collision between a real object obtained through video frame input and a marker-based virtual object or a virtual object from Opengl. Augmented reality system is providing the visual information containing a virtual object added to the real environment and interactive interface between objects and between user and objects becomes a more concerning interest. But the collision problem is essential to the interactive interface and has to be solved first. Therefore, the proposed system suggests a solution for it to increase the realism and the immersion by validating the collision among a marker-based object, a virtual object from Opengl, and a real object obtained through web camera, that is, video frame.

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Efficient RFID Anti-collision Scheme Using Class Identification Algorithm (차등식별 알고리즘을 이용한 효율적인 RFID 충돌 방지 기법)

  • Kim, Sung-Jin;Park, Seok-Cheon
    • The KIPS Transactions:PartA
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    • v.15A no.3
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    • pp.155-160
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    • 2008
  • RFID technology has been gradually expanding its application. One of the important performance issues in RFID systems is to resolve the collision among multi-tags identification on restricted area. We consider a new anti-collision scheme based on Class Identification algorithm using Depth-First scheme. We evaluate how much performance can be improved by Class identification algorithm in the cases of Query-tree more then 17% identification rate and 150% performance.

Design of Cane Mechanism for Walking Aid of Visually Impaired Person (시각장애인의 보행 보조를 위한 지팡이 메커니즘 설계)

  • Kim, Byoung-Ho
    • The Journal of Korea Robotics Society
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    • v.11 no.2
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    • pp.108-114
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    • 2016
  • This paper presents a sensor-based cane mechanism for walking aid of the visually impaired person. We also describe an approach to decide properly the length of the specified cane mechanism. The cane mechanism has some sensors to identify the possibility of a collision between the cane user and an object and/or a person, and a signal processing unit that enables the user to recognize such a collision is attached in the mechanism. Thus, the walker using this cane can recognize in advance the possibility of such a collision in his walking process. Consequently, it is helpful for the visually impaired person to walk on a pedestrian road safely. The feature of the proposed cane mechanism and its availability have been shown through experimental works in a typical walking environment.

Fast Self-Collision Handling in Cloth Simulations Using GPU-based Optimized BVH and R-Triangle (GPU 기반의 최적화된 BVH와 R-Triangle을 이용한 옷감 시뮬레이션에서의 빠른 자기충돌 처리)

  • Moon, Seong-Hyeok;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.373-376
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    • 2022
  • 본 논문에서는 삼각형 메쉬 기반에서 옷감 시뮬레이션(Cloth simulation)에서 계산양이 큰 자기충돌(Self-collision) 처리를 GPU기반으로 가속화시킬 수 있는 방법에 대해 소개한다. CUDA기반으로 병렬 최적화하기 위해 본 논문에서는 1)재귀적으로 계산하여 충돌판정을 하는 BVH(Bounding volume hierarchy) 트리를 GPU기반에서 효율적으로 빌드, 업데이트, 트리 순회하는 방법을 제안하고, 2)삼각형 메쉬 기반에서는 중복되는 프리미티브(Primitive) 충돌검사를 최소화하기 위해 R-Triangle기법을 GPU에서 최적화 시키는 방법을 소개한다. 결과적으로 본 논문에서 제안하는 기법은 GPU 환경에서 옷감 시뮬레이션의 자기충돌과 객체충돌 처리를 빠르고 효율적으로 처리할 수 있도록 하였고, 다양한 장면에서 실험한 결과 모든 결과에서 빠른 시뮬레이션 결과를 얻을 수 있었다.

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SwiftQ: A Time-Efficient RFID Collision Arbitration Algorithm for Gen2-Based RFID Systems

  • Donghwan Lee;Wonjun Lee
    • Journal of Information Processing Systems
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    • v.20 no.3
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    • pp.307-316
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    • 2024
  • In the realm of large-scale identification deployments, the EPCglobal Class-1 Generation-2 (Gen2) standard serves as a cornerstone, facilitating rapid processing of numerous passive RFID tags. The Q-Algorithm has garnered considerable attention for its potential to markedly enhance the efficiency of Gen2-based RFID systems with minimal adjustments. This paper introduces a groundbreaking iteration of the Q-Algorithm, termed Time-Efficient Q-Algorithm (SwiftQ), specifically designed to push the boundaries of time efficiency within Gen2-based RFID systems. Through exhaustive simulations, our study substantiates that SwiftQ outperforms existing algorithms by a significant margin, demonstrating exceptional expediency that positions it as a formidable contender in the landscape of large-scale identification environments. By prioritizing time efficiency, SwiftQ offers a promising solution to meet the escalating demands of contemporary Internet of Things applications, underscoring its potential to catalyze advancements in RFID technology for diverse industrial and logistical contexts.

GPU-Optimized BVH and R-Triangle Methods for Rapid Self-Intersection Handling in Fabrics

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.59-65
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    • 2024
  • In this paper, we present a GPU-based acceleration of computationally intensive self-collision processing in triangular mesh-based cloth simulation. For Compute Unified Device Architecture (CUDA)-based parallel optimization, we propose 1) an efficient way to build, update, and traverse the Bounding Volume Hierarchy (BVH) tree on the GPU, and 2) optimize the Representative-Triangle (R-Triangle) technique on the GPU to minimize primitive collision checking in triangular mesh-based cloth simulations. As a result, the proposed method can handle self-collisions and object collisions of cloth simulation in GPU environment faster and more efficiently than CPU-based algorithms, and experiments on various scenes show that it can achieve simulation results that are 5x to 10x faster. Since the proposed method is optimized for BVH on GPU, it can be easily integrated into various algorithms and fields that utilize BVH.

A Study on the Tree based Memoryless Anti-Collision Algorithm for RFID Systems (RFID 시스템에서의 트리 기반 메모리래스 충돌방지 알고리즘에 관한 연구)

  • Quan Chenghao;Hong Wonkee;Lee Yongdoo;Kim Hiecheol
    • The KIPS Transactions:PartC
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    • v.11C no.6 s.95
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    • pp.851-862
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    • 2004
  • RFID(Radio frequency IDentification) is a technology that automatically identifies objects containing the electronic tags by using radio wave. The multi-tag identification problem is the core issue in the RFID and could be resolved by the anti-collision algorithm. However, most of the existing anti-collision algorithms have a problem of heavy implementation cost and low performance. In this paper. we propose a new tree based memoryless anti-collision algorithm called a collision tracking tree algorithm and presents its performance evaluation results obtained by simulation. The Collision Tracking Tree algorithm proves itself the capability of an identification rate of 749 tags per second and the performance evaluation results also show that the proposed algorithm outperforms the other two existing tree-based memoryless algorithms, i.e., the tree-walking algorithm and the query tree algorithm about 49 and 2.4 times respectively.