• Title/Summary/Keyword: terrain information

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Distance error of monopulse radar in cross-eye jamming using terrain bounce (지형 바운스를 이용하는 크로스 아이 재밍의 모노펄스 레이다 거리 오차)

  • Lim, Joong-Soo;Chae, Gyoo-Soo
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.9-13
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    • 2022
  • In this paper, the tracking error of monopulse radar caused by cross-eye jamming using terrain bounce is analyzed. Cross-eye jamming is a method of generating an error in a radar tracking system by simultaneously transmitting two signals with different phases and amplitudes. When the monopulse radar receives the cross-eye jamming signal generated by the terrain bounce, a tracking error occurs in the elevation direction. In the presence of multipath, this signal is a combination of the direct target return and a return seemingly emanating from the target image beneath the terrain surface. Terrain bounce jamming has the advantage of using a single jammer, but the space affecting the jamming is limited by the terrain reflection angle and the degree of scattering of the terrain. This study can be usefully used to protect ships from low-altitude missiles or aircraft in the sea.

A Study on the Terrain Interpolation Using Fractal Method (프랙탈 기법을 이용한 지형 보간에 관한 연구)

  • Kwon, Kee Wook;Lee, Jong Dal
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.5D
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    • pp.895-907
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    • 2006
  • In this study, in order to maximize the accuracy and efficiency of the existing interpolation method fractal methods are applied. Developed FEDISA model revives the irregularity of the real terrain with only a few information about base terrain, which can produce almost complete geographic information. The area of the model is set to $150m{\times}150m$, $300m{\times}300m$, $600m{\times}600m$, $1,200m{\times}1,200m$ to compare the real data with the data of the existing interpolation method and FEDISA model. By statistical verification of the results, the adaptability and efficiency of FEDISA model are investigated. It seems that FEDISA model will help a lot to obtain the terrain information about the changed terrain, such as the bottom of reservoirs and dams as well as large amount of destruction due to cutting and banking.

A Study on the Pollutant Dispersion over a Mountain Valley Region (II) : Numerical Simulation (산악 계곡지형에서의 오염확산에 관한 연구(II) :수치해석)

  • Shim Woo-Sup;Kim Seogcheol;Yoo Seong-Yeon
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.17 no.11
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    • pp.1060-1071
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    • 2005
  • Passive gas dispersions over a 1/1000 scale terrain model at Eiffel type wind tunnel were reproduced by numerical simulation. Large eddy simulation was used to treat the sub-grid scale turbulences. The terrain features were represented by millions of point forces densely distributed over the solid surface using the virtual boundary method. The model simulations agreed very well with the experiments in a consistent fashion for all wind directions. The measured profiles of the wind speeds as well as the tracer gas concentrations were nicely simulated by the CFD model at most locations scattered over the model terrain. With scale factor adjusted and the thermal stratification effects incorporated, the CFD model was expected to provide reliable information on pollutant dispersions over the real complex terrains.

Parameter Analysis Method for Terrain Classification of the Legged Robots (보행로봇의 노면 분류를 위한 파라미터 분석 방법)

  • Ko, Kwang-Jin;Kim, Ki-Sung;Kim, Wan-Soo;Han, Chang-Soo
    • Journal of the Korean Society for Precision Engineering
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    • v.28 no.1
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    • pp.56-62
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    • 2011
  • Terrain recognition ability is crucial to the performance of legged robots in an outdoor environment. For instance, a robot will not easily walk and it will tumble or deviate from its path if there is no information on whether the walking surface is flat, rugged, tough, and slippery. In this study, the ground surface recognition ability of robots is discussed, and to enable walking robots to recognize the surface state and changes, a central moment method was used. The values of the sensor signals (load cell) of robots while walking were detected in the supported section and were analyzed according to signal variance, skewness, and kurtosis. Based on the results of such analysis, the surface state was detected and classified.

Static Obstacle Crossing Locomotion of a Four-Legged Walking Machine (4-족 보행 로봇의 정역학적 장애물 횡단 보행에 관한 연구)

  • Park, Sung Ho;Chung, Gwang Jo
    • Journal of the Korean Society for Precision Engineering
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    • v.13 no.11
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    • pp.152-162
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    • 1996
  • A four-legged Walking Machine can move on the plain terrain with mobility and stability and stability, but if there exist any obstacles on the terrain of the motion direction, it takes extra time to cross those obstacles and the stability should be considered during motion. The main objective is the study a Quadruped which can cross obstacles with better mobility, stability and fuel economy than any other wheeled or tracked vehicles. Vertical step, isolated wall and ditch are the basic obstacles and by understanding those three cases perfectly, a Quadruped can move on any mixed rough terrain as 4-legged terrestrial vertebrates move. Each leg of a Quadruped has a limited walk space called a walking volume and this is very important to deter- mine the crossing capability in a static analysis. A Quadruped can be simplified with links and joints. By applying the research method, a quadruped can determine the control procedures as soon as it receives the terrain information from scanner and finally can move with mobility and stability.

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Implementation of Terrain Model Viewer by DirectX (DirectX에 의한 지형 모델 뷰어의 구현)

  • Sohn, Kwang-Hyun;Noh, Yong-Deok
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.9
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    • pp.2403-2411
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    • 1997
  • Direct3D is a recently developed 3D graphic accelerator such that we could make a Windows graphic programs with Direct3D easily. This paper presents the fractal terrain model viewer developed in terms of Direct3D. The object classes and the input dialog box used the model viewer, program initializing process, and the flow of the model viewer are discussed. Finally, the output of terrain formulation in wire-frame, solid, and point type form are presented. To show the results, the data of a terrain model were made by a fractal technique, the midpoint displacement methods with square lattices of points.

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Elevation Restoration of Natural Terrains Using the Fractal Technique (프랙탈 기법을 이용한 자연지형의 고도 복원)

  • Jin, Gang-Gyoo;Kim, Hyun-Jun
    • Journal of Navigation and Port Research
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    • v.35 no.1
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    • pp.51-56
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    • 2011
  • In this paper, we presents an algorithm which restores lost data or increases resolution of a DTM(Digital terrain model) using fractal theory. Terrain information(fractal dimension and standard deviation) around the patch to be restored is extracted and then with this information and original data, the elevations of cells are interpolated using the random midpoint displacement method. The results of the proposed algorithm are compared with those of the bilinear and bicubic methods on a fractal terrain map.

Quadtree-based Terrain Visualization Using Vertex Multiplication (정점증식을 이용한 사진트리 기반 지형 시각화 기법)

  • Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.27-33
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    • 2009
  • In terrain visualization, the quadtree is the most frequently used data structure for progressive mesh generation. The quadtree provides an efficient level-of-detail selection and view frustum culling. However, most applications using quadtrees are performed by the CPU, since the hierarchical data structure cannot be manipulated in a programmable rendering pipeline. For this reason, quadtree-based methods show lower performance and higher dependancy of CPU in comparison to GPU-based methods. We present a quadtree-based terrain-rendering method for GPU execution that uses vertex multiplication. It offers higher performance than previous CPU-based quadtree methods, without loss of image quality.

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REAL-TIME 3D SIMULATION INFRASTRUCTURE FOR PRACTICAL APPLICATION OF HIGH-RESOLUTION SATELLITE IMAGERY

  • Yoo, Byoung-Hyun;Brotzman, Don;Han, Soon-Hung
    • Proceedings of the KSRS Conference
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    • 2008.10a
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    • pp.155-158
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    • 2008
  • The needs for digital models of real environment such as 3D terrain or cyber city model are increasing. Most of applications related with modeling and simulation require virtual environment constructed from geospatial information of real world in order to guarantee reliability and accuracy of the simulation. The most fundamental data for building virtual environment, terrain elevation and orthogonal imagery is acquired from optical sensor of satellite or airplane. Providing interoperable and reusable digital model is important to promote practical application of high-resolution satellite imagery. This paper presents the new research regarding representation of geospatial information, especially for 3D shape and appearance of virtual terrain, and describe framework for constructing real-time 3D model of large terrain based on high-resolution satellite imagery. It provides infrastructure of 3D simulation with geographical context. Details of standard-based approach for providing infrastructure of real-time 3D simulation using high-resolution satellite imagery are also presented. This work would facilitate interchange and interoperability across diverse systems and be usable by governments, industry scientists and general public.

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Terrain editing and processing system design for construction work (건축 공사를 위한 지형 편집 및 처리 시스템 설계)

  • Gao, Rui;Hao, Shujia;Huang, Kaisi;Jin, Yong;Xi, Yulong;Chu, Phuong;Lee, Dajeong;Cho, Seoungjae;Lee, Seungsoo;Cho, Kyungeun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.825-826
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    • 2018
  • In this paper, we propose a terrain processing system that can display real and large terrains. The system integrates real terrain display and interaction, which makes up for the lack of interactive functions in mainstream terrain visualization software. In addition, the system provides functions such as line marking, volume calculation, and contour display.