• Title/Summary/Keyword: 충돌처리

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Optimized Construction and Visualization of GPU-based Adaptive and Continuous Signed Distance Field, and Its Applications (GPU기반 적응형 및 연속적인 부호 거리장의 최적화된 구성과 시각화, 그리고 그 응용 사례)

  • Moon, Seong-Hyeok;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.655-658
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    • 2021
  • 본 논문에서는 GPU 아키텍처를 이용하여 적응형 부호 거리장을 최적화하여 빠르게 구축하고 시각화 할 수 있는 방법에 대해 제안한다. 쿼드트리를 효율적으로 GPU 메모리로 전달하고, 이를 활용하여 삼각형에 대해 유클리디안 거리를 각 스레드 별로 병렬처리하여 최단 거리를 찾는다. 이 과정에서 GPU를 사용하여 삼각형으로 구성된 3D 메쉬로부터 빠르게 적응형 부호 거리장을 계산할 수 있는 최적화 기법과 절단면 보기, 특정 위치의 값 조회, 실시간 레이트레이싱 및 충돌처리 작업을 빠르고 효율적으로 수행할 수 있는지를 보여준다. 또한, 제안하는 프레임워크를 활용하면 하이 폴리곤 메쉬도 1초 내외로 부호 거리장을 계산할 수 있기 때문에 강체뿐만 아니라 변형체에도 충분히 활용될 수 있다.

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Concurrency Control Based on Triggering Relationship for Real-Time Active Database (실시간 능동 데이터베이스에서 triggering 관계를 고려한 동시성 제어 기법)

  • 홍석희
    • The KIPS Transactions:PartD
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    • v.8D no.1
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    • pp.10-23
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    • 2001
  • Transactions in real-time active databases have the notion of activeness where transactions are generated by external effects and another transaction. In this paper, we propose the multi version concurrency control algorithm for real-time active transactions. A real-time active transaction has a timing constraint in the form of a deadline until which the user wants to complete the transaction, and is characterized by triggering relationships which mean that association between a transaction that triggers the execution of another transaction and the triggered transaction. The triggering relationship is an important factor to resolve data conflicts among real-time active transactions. The proposed concurrency control mechanism resolves data conflicts by considering triggering relationships between conflicting transactions as well as priorities and precedence relationships. The conflict resolution mechanism considers association types of the triggering relationship such as abort and commit dependency, and then resolves data conflicts in favor of higher priority transactions. We also present the experimental results of our algorithm comparing other real-time active concurrency control algorithms.

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Wireless Lan Inter-Vehicle Communication Protocol for Collision Avoidance in GPS Receiving Restricted Area (GPS 수신 제한 지역에서 충돌회피를 위한 WLAN 차량통신 프로토콜)

  • Sun, Woo-Suk;Sim, Sam;Cho, Shin-Young;Lim, Hun-Jung;Chung, Tai-Myoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1788-1791
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    • 2010
  • 위치 측정 기술의 발달로 인해 다양한 서비스들이 개발 되어 현대 사회에 제공되고 있다. 이러한 서비스들 중 GPS는 현재 우리 사회에 깊숙이 녹아 들어와 핸드폰, 내비게이션, 배송처리, 차량 위치 파악, 긴급구조서비스, 항공 및 선박 항법장치, DSLR 등 다양한 분야에서 활용되고 있다. GPS는 위성신호를 수신하여 위치를 파악하기 때문에 위성신호를 수신할 때 공간상의 제약이 있고, 매우 민감하게 방해요소에 의해 간섭을 받을 수 있다. 차량이 충돌위험 발생시 GPS가 방해요소로 인해 수신되지 않으면 충돌회피를 위한 시스템이 제대로 작동하지 못할 우려가 있다. 본 논문에서는 GPS가 수신율이 떨어지는 터널, 고가도로, 지하주차장과 같은 장소에서의 WLAN을 기반으로 한 위치측정 기술을 이용하여 차량의 충돌회피를 방지하기 위한 프로토콜을 제안한다.

Design and Implementation of a Cloth Simulation System based on Hierarchical Space Subdivision Method (계층적 공간 분할 방법을 이용한 의복 시뮬레이션 시스템의 설계 및 구현)

  • Kim Ju-Ri;Cho Jin-Ei;Joung Suck-Tae;Lee Yong-Ju;Jung Sung-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.4 s.32
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    • pp.109-116
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    • 2004
  • This paper describes a cloth simulation system for dressing 3D virtual human model with different pieces of clothing. The garments are constructed of cutting patterns seamed together. The system reads a body file and a cutting pattern file and produces a new model dressed with the specified garment by using a physical simulation based on a mass-spring model. For the realistic cloth simulation, it performs collision detection and response between triangles of the 3D human model and the garment. Because the number of triangles of a human model is very large. the collision detection and response requires a lot of time. To overcome this problem, we propose a pruning method which decreases the number of collision detection and response by a space-subdivision method. Experimental results show that the system produces realistic images and makes it possible to sew a garment around a virtual human body in several seconds.

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Hybrid anti-collision method for RFID System with the consideration of the average throughput (평균 처리율을 고려한 RFID 시스템의 하이브리드 충돌 방지 기법)

  • Choi, Sung-Yun;Lee, Je-Ho;Kim, Sung-Hyun;Tchah, Kyun-Hyon
    • Journal of IKEEE
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    • v.14 no.2
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    • pp.24-32
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    • 2010
  • Slotted-ALOHA and Binary-tree method are researched for the anti-collision for RFID system. However, it is required of the rapid recognition time for all tags and the reduction of the system complexity. In this paper. the hybrid anti-collision method is proposed to solve the problems. The RFID reader with the hybrid anti-collision method groups the tags with the number which makes the maximum system throughput, then it reads each group by slotted-ALOHA method. By the computer simulation results, it is found that the hybrid method improves the tag identification time and the system throughput together with the comparison to other anti-collision methods. Therefore, the proposed hybrid anti-collision method will enhance the RFID system performance.

GPU-Based Parallel Collision Detection for Deformable Objects (변형 물체를 위한 GPU 기반 병렬 충돌 감지)

  • Sung, Nak-Jun;Kim, Min Sang;Hong, Min;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.1
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    • pp.25-32
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    • 2018
  • Due to heavy computational cost, deformable object simulation requires more effective collision detection method than rigid body simulation. However, when the CPU-based collision detection algorithm is purely applied to the GPU environment, the collision detection algorithm and the data structure optimized for the GPU environment are essential because the performance of the GPU can not be used properly. Therefore, we propose a GPU-based parallel collision detection algorithm for mass-spring system which is widely used for deformable object representation in this paper. The proposed method uses a parallel algorithm and data structure to reduce collision detection cost through GPU-based curling algorithm using AABB-Octree structure. In this paper, we prove the effectiveness of the proposed method by comparing the intersection test of all triangle pairs in parallel. The results of experimental tests show that the proposed method improves the performance by about 24% on average. Therefore, it is expected that the proposed method can improve the performance of real-time simulation for deformable objects.

A Study on Performance Enhancement of RFID Anti-Collision Protocols (RFID 충돌방지 프로토콜의 성능 개선에 관한 연구)

  • Kim, Young-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.12 no.4
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    • pp.281-285
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    • 2011
  • One of the key issues in implementing RFID systems is to design anti-collision protocols for identifying all the tags in the interrogation zone of a RFID reader with the minimum identification delay. In this paper, Furthermore, in designing such protocols, the limited resources in tags and readers in terms of memory and computing capability should be fully taken into consideration. we first investigate two typical RFID anti-collision algorithms, namely RFID Gen2 Q algorithm (accepted as the worldwide standard in industrial domain) and FAFQ algorithm including their drawbacks and propose a new RFID anti-collision algorithm, which can improve the performance of RFID systems in terms of tag identification time considerably. Further, we compared performance of the proposed algorithm with Q algorithm and FAFQ algorithm through computer simulation.

Control of metadata schema conflicts for internet datawarehouse (인터넷 데이터웨어하우스 구축을 위한 메타데이터 스키마 충돌 제어)

  • Kim, Byung-Gon
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.499-507
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    • 2007
  • With the increasing of users' request about internet web service, importance of Internet datawarehouse to support decision making of users is increasing now. Early Internet datawarehouse was studied in the form of using existent database and XML. However, because of limitation of information expression ability, it is gradually changed to system that use metadata schema like RDFS. Because of distributed environment of the Internet, integration and saving of each metadata schemas into one global schema is important. However, between each different schema, semantic and structural conflicts can be happen in such situation and they must be controlled. In this paper, we analyze occasions of conflict when integrate distributed metadata schemas and propose conflict resolution technique for efficient internet datawarehouse query processing.

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Collision Cause-Providing Ratio Prediction Model Using Natural Language Processing Analytics (자연어 처리 기법을 활용한 충돌사고 원인 제공 비율 예측 모델 개발)

  • Ik-Hyun Youn;Hyeinn Park;Chang-Hee, Lee
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.30 no.1
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    • pp.82-88
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    • 2024
  • As the modern maritime industry rapidly progresses through technological advancements, data processing technology is emphasized as a key driver of this development. Natural language processing is a technology that enables machines to understand and process human language. Through this methodology, we aim to develop a model that predicts the proportions of outcomes when entering new written judgments by analyzing the rulings of the Marine Safety Tribunal and learning the cause-providing ratios of previously adjudicated ship collisions. The model calculated the cause-providing ratios of the accident using the navigation applied at the time of the accident and the weight of key keywords that affect the cause-providing ratios. Through this, the accuracy of the developed model could be analyzed, the practical applicability of the model could be reviewed, and it could be used to prevent the recurrence of collisions and resolve disputes between parties involved in marine accidents.

3D Cloth Simulation System based on 2D Cloth Pattern Design (2D 옷감 패턴 디자인 기반 3D 의복 시뮬레이션 시스템)

  • Kim, Ju-Ri;Cho, Jin-Ei;Han, Sung-Kook;Lee, Yong-Ju;Joung, Suck-Tae;Jung, Sung-Tae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.1399-1402
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    • 2005
  • 본 논문은 여러 옷감 조각들을 이용하여 가상의 3차원 인체 모델에 옷을 입히기 위한 의복 시뮬레이션 시스템을 제안한다. 본 논문에서 의상 제작 과정에 사용한 방법은 2차원 옷감 조각을 디자인하는 과정과 옷감 조각을 재봉하고 여기에 제약점을 정하여 3차원 인체 모델에 의상을 입히는 과정으로 구성된다. 제안된 시스템은 3차원 인체 모델 파일과 2차원 재단 패턴 파일을 읽어 들인 다음 질량-스프링 모델에 기반한 물리적 시뮬레이션에 의해 의복을 착용한 3D 모델을 생성한다. 본 논문의 시스템은 사실적인 시뮬레이션을 위하여 인체 모델을 구성하는 삼각형과 의복을 구성하는 삼각형 사이의 충돌을 검사하고 반응 처리를 수행하였다. 인체를 구성하는 삼각형의 수가 매우 많으므로, 이러한 충돌 검사 및 반응 처리는 많은 시간을 필요로 한다. 이 문제를 해결하기 위하여, 본 논문에서는 Octree 공간 분할 기법을 이용하여 충돌 검사 및 반응 처리 수를 줄이는 방법을 이용하여 사실적인 영상을 생성할 수 있었고, 수초 이내에 가상 인체 모델에 의복을 입힐 수 있었다.

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