• Title/Summary/Keyword: flexible terrain

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Biped Gait Generation based on Linear Inverted Pendulum Mode On Flexible Terrain

  • Ueno, Satoshi;Igata, Kazuma;Kumon, Makoto;Mizumoto, Ikuro;Iwai, Zenta
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.203-208
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    • 2003
  • In this paper, gait generation algorithm based on Linear Inverted Pendulum Mode is extended considering that the terrain is uncertain and flexible. Deformation of the soft terrain by the weight of the biped robot is taken into account to design the desired motion of the swing leg. Landing time disagreement caused by dynamics of the robot is also considered and a method to adjust gait is proposed. Results of numerical simulation show the effectiveness of the proposed method.

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A recursive multibody model of a tracked vehicle and its interaction with flexible ground

  • Han, Ray P.S.;Sander, Brian S.;Mao, S.G.
    • Structural Engineering and Mechanics
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    • v.11 no.2
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    • pp.133-149
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    • 2001
  • A high-fidelity model of a tracked vehicle traversing a flexible ground terrain with a varying profile is presented here. In this work, we employed a recursive formulation to model the track subsystem. This method yields a minimal set of coordinates and hence, computationally more efficient than conventional approaches. Also, in the vehicle subsystem, the undercarriage frame is assumed to be connected to the chassis by a revolute joint and a spring-damper unit. This increase in system mobility makes the model more realistic. To capture the vehicle-ground interaction, a Winkler-type foundation with springs-dampers is used. Simulation runs of the integrated tracked vehicle system for vibrations for four varying ground profiles are provided.

Efficient Path Finding in 3D Games by Using Visibility Tests (가시성 검사를 이용한 3차원 게임에서의 효율적인 경로 탐색)

  • Kim, Hyung-Il;Jung, Dong-Min;Um, Ky-Hyun;Cho, Hyung-Je;Kim, Jun-Tae
    • Journal of Korea Multimedia Society
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    • v.9 no.11
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    • pp.1483-1495
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    • 2006
  • The navigation mesh represents a terrain as a set of triangles on which characters may move around. The navigation mesh cab be generated automatically, and it is more flexible in representing 3D surface. The number of triangles to represent a terrain may vary according to the structure of the terrain. As characters are moving around on a navigation mesh, the path planning can be performed more easily by projecting the 3D surfaces into 2D space. However, when the terrain is represented with an elaborated mesh of large number of triangles to achieve more realistic movements, the path finding can be very inefficient because there are too many states(triangles) to be searched. In this paper, we propose an efficient method of path finding in 3D games where the terrain is represented by navigation meshes. Our method uses the visibility tests. When the graph-based search is applied to elaborated polygonal meshes for detailed terrain representation, the path finding can be very inefficient because there are too many states(polygons) to be searched. In our method, we reduce the search space by using visibility tests so that the search can be fast even on the detailed terrain with large number of polygons. First we find the visible vertices of the obstacles, and define the heuristic function as the distance to the goal through those vertices. By doing that, the number of states that the graph-based search visits can be substantially reduced compared to the plane search with straight-line distance heuristic.

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Geospatial Data Modeling for 3D Digital Mapping (3차원 수치지도 생성을 위한 지형공간 데이터 모델링)

  • Lee, Dong-Cheon;Bae, Kyoung-Ho;Ryu, Keun-Hong
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.27 no.3
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    • pp.393-400
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    • 2009
  • Recently demand for the 3D modeling technology to reconstruct real world is getting increasing. However, existing geospatial data are mainly based on the 2D space. In addition, most of the geospatial data provide geometric information only. In consequence, there are limits in various applications to utilize information from those data and to reconstruct the real world in 3D space. Therefore, it is required to develop efficient 3D mapping methodology and data for- mat to establish geospatial database. Especially digital elevation model(DEM) is one of the essential geospatial data, however, DEM provides only spatially distributed 3D coordinates of the natural and artificial surfaces. Moreover, most of DEMs are generated without considering terrain properties such as surface roughness, terrain type, spatial resolution, feature and so on. This paper suggests adaptive and flexible geospatial data format that has possibility to include various information such as terrain characteristics, multiple resolutions, interpolation methods, break line information, model keypoints, and other physical property. The study area was categorized into mountainous area, gently rolling area, and flat area by taking the terrain characteristics into account with respect to terrain roughness. Different resolutions and interpolation methods were applied to each area. Finally, a 3D digital map derived from aerial photographs was integrated with the geospatial data and visualized.

Educational hardware and simulator development of Multifunction Array Radar

  • Lee, Jong-Hyun;Kim, Tae-Jun;Chun, Joo-Hwan;Park, Jin-Kyu;Kim, Yong-Hwan
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1797-1801
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    • 2004
  • In this paper we show the hardware testbed and software simulator of multi function array radar (MFAR). The hardware MFAR is simple and flexible hardware to implement various radar beamforming and detecting algorithms. To overcome the limitation of hardware MFAR, the software simulator is proposed. User can simulate radar under the various environment conditions adjusting the parameter of simulator. User can set environment of radar, such as the location and velocity of target, jammer and the terrain clutter. The radar use various probing pulses and supports two operation mode, surveillance and tracking mode.

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Frequency Analysis of Adaptive Behavior of NEAT based Control for Snake Modular Robot (뱀형 모듈라 로봇을 위한 NEAT 기반 제어의 적응성에 대한 주파수 분석)

  • Lee, Jaemin;Seo, Kisung
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.64 no.9
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    • pp.1356-1362
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    • 2015
  • Modular snake-like robots are robust for failure and have flexible locomotions for obstacle environment than of walking robot. This requires an adaptation capability which is obtained from a learning approach, but has not been analysed as well. In order to investigate the property of adaptation of locomotion for different terrains, NEAT controllers are trained for a flat terrain and tested for obstacle terrains. The input and output characteristics of the adaptation for the neural network controller are analyzed for different terrains in frequency domain.

Mobility Analysis and Flexible Motion Control of Mobile Manipulator System (이동 매니퓰레이터 시스템의 운동성 해석과 유연한 동작 제어)

  • Lim, Mee-Seub;Oh, Sang-Rok;Kim, Kwang-Bae;Yi, Byung-Ju;Lim, Joon-Hong
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.2735-2737
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    • 2000
  • In this paper, we deal with modeling and analysis for mobile manipulator systems. In order to avoid the difficulties occurring due to slippage or unevenness of the terrain, we propose the utilization of minimum actuators. In this case, the resulting systems typically possess kinematic redundancies which can be beneficially employed for correcting the position error. A simple PD control method along with kinematic redundancy is employed to recover position errors for trajectory control in task space. Several primary and secondary criteria utilizing kinematic redundancy of the mobile manipulator system are tested through graphic animation.

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Generation of Progressively Sampled DTM using Model Key Points Extracted from Contours in Digital Vector Maps (수치지도 등고선의 Model Key Point 추출과 Progressive Sampling에 의한 수치지형모델 생성)

  • Lee, Sun-Geun;Yom, Jae-Hong;Lim, Sae-Bom;Kim, Kye-Lim;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.6_2
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    • pp.645-651
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    • 2007
  • In general, contours in digital vector maps, which represent terrain characteristics and shape, are created by 3D digitizing the same height points using aerial photographs on the analytical or digital plotters with stereoscopic viewing. Hence, it requires lots of task, and subjective decision and experience of the operators. DTMs are generated indirectly by using contours since the national digital maps do not include digital terrain model (DTM) data. In this study, model key points which depict the important information about terrain characteristics were extracted from the contours. Further, determination of the efficient and flexible grid sizes were proposed to generate optimal DTM in terms of both quantitative and qualitative aspects. For this purpose, a progressive sampling technique was implemented, i.e., the smaller grid sizes are assigned for the mountainous areas where have large relief while the larger grid sizes are assigned for the relatively flat areas. In consequence, DTMs with multi-grid for difference areas could be generated instead of DTMs with a fixed grid size. The multi-grid DTMs reduce computations for data processing and provide fast display.

Iguana motion synthesis using soft body simulation (연체 시뮬레이션 기반 이구아나 동작 생성)

  • Moon, Jaeseok;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.33-38
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    • 2017
  • In this paper, we suggest a method to simulate high-quality iguana animation by using low-quality motion capture data. Iguana motion data captured using a small number of markers cannot express its movement precisely, and even with a realistic skin mesh, it shows unnatural movement because of limited degrees of freedom. In order to solve this problem, we propose to simulate a natural and flexible movement by applying a soft-body simulation technique which models the movement of an iguana according to muscle forces and body's elastic forces. We construct a motion graph from the motion capture data to describe the iguana's various movements, and utilize it to select appropriate movements when the iguana moves. A target point on a terrain is set from the user's input, and a graph path is planned based on it. As a result, the input movement of iguana walking on a flat ground transforms to a movement that is adapted in an online manner to the irregular heights of the terrain. Such a movement is used to calculate the ideal muscle lengths that are needed for soft-body simulation. Lastly, a tetrahedral mesh of the iguana is physically simulated to adapt to various situations by applying a soft-body simulation technique.

Numerical characterization of downburst wind field at WindEEE dome

  • Ibrahim, Ibrahim;Aboshosha, Haitham;El Damatty, Ashraf
    • Wind and Structures
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    • v.30 no.3
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    • pp.231-243
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    • 2020
  • Downbursts are acknowledged for being a major loading hazard for horizontally-extending structures like transmission line systems. With these structures being inherently flexible, it is important to characterize the turbulence associated with the wind flow of downburst events being essential to quantify dynamic excitations on structures. Accordingly, the current study numerically characterizes the downburst wind field of open terrain simulated at the Wind Engineering, Energy and Environment (WindEEE) dome testing facility at The University of Western Ontario in Canada through a high-resolution large eddy simulation (LES). The study validates the numerical simulation considering both the mean and the turbulent components of the flow. It then provides a detailed visual description of the flow at WindEEE through the capabilities enabled by LES to identify the key factors affecting the flow. The study also presents the spatial distribution of turbulence intensities and length scales computed from the numerical model and compares them with previous values reported in the literature. The comparison shows the ability of the downburst simulated at WindEEE to reproduce turbulence characteristics similar to those reported from field measurements. The study also indicates that downburst turbulence is well-correlated circumferentially which imposes high correlated loads on horizontally-distributed structures such as transmission lines.