• Title/Summary/Keyword: 가시성 그래프

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Layered Visibility Graph With Convex Hull to Avoid the Complex Terrain for UAV (무인기의 복잡한 지형 회피를 위한 Convex Hull 기반의 계층형 Visibility Graph)

  • Lim, Daehee;Park, Jihoon;Min, Chanoh;Jang, Hwanchol;Lee, Daewoo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.47 no.12
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    • pp.874-880
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    • 2019
  • This paper introduces a method which can be effectively used for the path planning of UAV in a realistic map which has mountainous terrains, air defense networks and radars based on the Visibility Graph. Existing studies of Visibility Graph have been studied mainly for simple shape obstacles in 2-dimensional environment such as self-driving cars which avoid buildings. However, for UAV, Visibility Graph must be used in 3-dimensional environment for the variance of altitude. This occurs significant elapsed time increase because of the increase of the amount of the visibility of node sets. To solve this problem, this paper decrease the number of nodes which consists the complex terrain environments using convex hull based on Layered Visibility Graph. With convex hull method, this paper confirmed that the elapsed time is decreased about 99.5% compared to the case which has no decrease of the number of nodes.

Fast algorithm for incorporating start and goal points into the map represented in a generalized visibility graph (출발점과 목표점을 일반화 가시성그래프로 표현된 맵에 포함하기 위한 빠른 알고리즘)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.31-39
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    • 2006
  • The visibility graph is a well-known method for efficient path-finding with the minimum search space modelling the game world. The generalized visibility graph is constructed on the expanded obstacle boundaries to eliminate the "wall-hugging" problem which is a major disadvantage of using the visibility graph. The paths generated by the generalized visibility graph are guaranteed to be near optimal and natural-looking. In this paper we propose the method to apply the generalized visibility graph efficiently for game characters who moves among static obstacles between varying start and goal points. Even though the space is minimal once the generalized visibility graph is constructed, the construction itself is time-consuming in checking the intersection between every two links connecting nodes. The idea is that we build the map for static obstacles first and then incorporate start and goal nodes quickly. The incorporation of start and goal nodes is the part that must be executed repeatedly. Therefore we propose to use the rotational plane-sweep algorithm in the computational geometry for incorporating start and goal nodes efficiently. The simulation result shows that the execution time has been improved by 39%-68% according to running times in the game environment with multiple static obstacles.

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Efficient path finding in 3D game by using Visibility Graph and A* Algorithm. (가시성 그래프와 A* 알고리즘을 이용한 3D game에서의 효율적인 경로 탐색.)

  • Jung, Dongmin;Kim, Hyoungil;Kim, Juntae;Um, Kyhyun;Cho, Hyungje
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.397-400
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    • 2004
  • 본 논문에서는 Navigation Mesh로 이루어진 3D 게임에서 가시성 그래프(Visibility Graph)와 $A^*$ 알고리즘을 혼용한 효율적인 경로 탐색 방법을 제안한다. Navigation Mesh로 지형을 생성할 때 이동에 꼭 필요한 Mesh로만 최대한 단순하게 지형을 구성하는 경우에는 경로 탐색을 위하여 $A^*$ 알고리즘을 적용할 수 있으나, 일반적으로 세밀하게 구성된 Navigation Mesh에서 $A^*$ 알고리즘을 적용할 경우 탐색할 공간이 많아지기 때문에 경로 탐색이 매우 비효율적이 된다. 세밀하게 구성된 Navigation Mesh에서도 효율적인 탐색을 하기 위해서 본 논문에서는 가시성 그래프를 이용하여 탐색 공간을 줄이는 방법을 사용하였다. 장애물들의 정점을 찾아 반드시 통과하여야 하는 mesh 들을 선정하고 $A^*$의 휴리스틱 함수를 이 mesh들을 지나가는 거리로 정의함으로써 기본적인 $A^*$ 알고리즘을 수행하는 것보다 탐색을 위하여 방문하는 mesh들의 수를 현저히 줄일 수 있었다.

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Estimation of the Medium Transmission Using Graph-based Image Segmentation and Visibility Restoration (그래프 기반 영역 분할 방법을 이용한 매체 전달량 계산과 가시성 복원)

  • Kim, Sang-Kyoon;Park, Jong-Hyun;Park, Soon-Young
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.4
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    • pp.163-170
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    • 2013
  • In general, images of outdoor scenes often contain degradation due to dust, water drop, haze, fog, smoke and so on, as a result they cause the contrast reduction and color fading. Haze removal is not easier problem due to the inherent ambiguity between the haze and the underlying scene. So, we propose a novel method to solve single scene dehazing problem using the region segmentation based on graph algorithm that has used a gradient value as a cost function. We segment the scene into different regions according to depth-related information and then estimate the global atmospheric light. The medium transmission can be directly estimated by the threshold function of graph-based segmentation algorithm. After estimating the medium transmission, we can restore the haze-free scene. We evaluated the degree of the visibility restoration between the proposed method and the existing methods by calculating the gradient of the edge between the restored scene and the original scene. Results on a variety of outdoor haze scene demonstrated the powerful haze removal and enhanced image quality of the proposed method.

Finding a path with the minimum clearance by using Visibility graph (가시성그래프에 의해 최소 여유공간을 보장하는 길찾기)

  • Jeon, Hyun-Joo;Yu, Kyeon-Ah
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.739-741
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    • 2005
  • 최근 게임에서 자주 등장하기 시작한 랜덤 지형 맵 생성기법으로 인해 단순한 경로 찾기가 아닌 지형분석을 통한 복잡한 경로 찾기 문제가 많은 관심을 받고 있다. 이에 로보틱스 분야에서 경로 찾기에 이용되는 가시성그래프(Visibility Graph, Vgraph)가 지형분석과 경로 찾기를 동시에 해결할 수 있는 방법으로 제안되고 있다. Vgraph를 이용하면 지형의 로드맵을 효과적으로 생성할 수 있을 뿐 아니라 A* 알고리즘과 결합하여 최적의 경로를 찾는 것을 보장하는 장점이 있다. 그러나 Vgraph에 의해 구해진 경로는 장애물의 정점에서 정점으로 이동하기 때문에 항상 장애물의 모서리를 향해 움직이며 벽에 붙어가는 듯이 보여 부자연스러운 것이 단점이다. 본 논문에서는 설계자가 요구하는 여유공간 c만큼 장애물을 확장하여 확장된 장애물에 대해 가시성그래프를 생성함으로써, Vgraph의 장점은 유지하며 단점을 보완할 수 있는 방법에 대해 제안한다.

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The Method of Transformation from Procedural Program into Object Based Program (절차적 프로그램으로부터 객체기반 프로그램으로의 변환 방법)

  • 이정화;김현수
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10a
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    • pp.487-489
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    • 1999
  • 기존의 절차 중심적으로 개발되어진 시스템들은 일반적으로 오래 전에 개발되었으며 규모가 크고 구조화되어 있지 않아서 이해하기 어렵고 분석에 드는 비용이 크다. 그러나 그런 시스템들은 이미 운영환경에 관한 많은 비용과 중요한 정보들을 포함하고 있어서 시스템을 폐기하기 곤란하며 새로 개발하는 데에도 많은 비용과 시간이 요구된다. 이러한 절차 중심적 소프트웨어들이 제공하는 서비스를 계속 유지해가면서 그 시스템을 현대화하기 위한 방안으로 객체 지향 구조로의 소프트웨어 재공학이 요구되고 있다. 본 논문에서는 기존의 절차 중시적 소프트웨어 시스템을 객체 지향 소프트웨어 시스템으로 변환하는 방법에 관하여 논의한다. 이를 위해 프로그램에 내재되어 있는 타입 가시성 정보와 자료 가시성 정보를 그래프로 표현하고 이 그래프를 이용하여 객체를 추출하는 방법을 제시한다. 또한, 추출된 객체들을 클래스로 표현하고 클래스들 간의 관계를 파악하며, 클래스들을 기반으로 기존의 코드를 객체 지향 중심의 코드로 변환하기 위한 방법들을 연구한다.

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Movement Simulation on the Path Planned by a Generalized Visibility Graph (일반화 가시성그래프에 의해 계획된 경로이동 시뮬레이션)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.16 no.1
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    • pp.31-37
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    • 2007
  • The importance of NPC's role in computer games is increasing. An NPC must perform its tasks by perceiving obstacles and other characters and by moving through them. It has been proposed to plan a natural-looking path against fixed obstacles by using a generalized visibility graph. In this paper we develop the execution module for an NPC to move efficiently along the path planned on the generalized visibility graph. The planned path consists of line segments and arc segments, so we define steering behaviors such as linear behaviors, circular behaviors, and an arriving behavior for NPC's movements to be realistic and utilize them during execution. The execution module also includes the collision detection capability to be able to detect dynamic obstacles and uses a decision tree to react differently according to the detected obstacles. The execution module is tested through the simulation based on the example scenario in which an NPC interferes the other moving NPC.

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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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Steering behaviors that efficiently implement paths generated by Generalized Visibility Graph (일반화 가시성그래프에 의한 생성 경로를 효과적으로 구현한 조타행동)

  • Jeon Hyun-Joo;Yu Kyeon-Ah
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.190-192
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    • 2006
  • 게임의 장르가 다양해지고 대규모의 온라인 게임이 가능해 징에 따라 게임 환경과 더불어 게임 안에 등장하는 캐릭터의 수도 많아지고 있다. 게이머에 의해 움직이는 캐릭터 외에도 여러 종류의 다양한 NPC(Non-Player Character)들이 각각 맡은 임무를 띠고 각기 움직이게 된다. 본 논문에서는 NPC들의 자연스러운 이동을 위해 제안된 일반화 가시성그래프를 이용하여 계획된 경로의 효과적인 구현을 위한 조타행동(steering behaviors)과 경로 이동 중에 만나는 다른 캐릭터에 대한 NPC들의 조타행동을 정의하고 구현하여 이동에 따른 효율을 실험해 본다.

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Efficient State Space Generation for Guaranteeing a Natural-Looking Path for NPCs (NPC의 자연스러운 이동경로를 보장하는 효율적인 상태공간의 생성)

  • Yu, Kyeon-Ah
    • Journal of KIISE:Software and Applications
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    • v.34 no.4
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    • pp.368-376
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    • 2007
  • How to represent the search space is as important as which search algorithm to use for finding natural-looking paths for moving NPC (non-player character) in computer games. Recently, various state space representation methods which have been developed for computer games are being used while A* algorithm dominates as the preferred search algorithm. These representation methods show some drawbacks such as the size of state space is too large, there is no guarantee for optimality, the path found is not natural-looking, and the generation of nodes and links is not automatic by depending on a level designer. In this paper the requirements for natural-looking paths are introduced and to find paths satisfying these requirements, the use of the generalized visibility graphs which is the extended version of the visibility graph in Robotics is proposed.