• Title/Summary/Keyword: 3D Path Planning

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Study about Low-Cost Autonomous Driving Simulator Framework Based on 3D LIDAR (33D LIDAR 를 기반으로 하는 저비용 자율 주행 시뮬레이터 프레임워크에 대한 연구)

  • O, Eun Taek;Cho, Min Woo;Gu, Bon Woo
    • Annual Conference of KIPS
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    • 2022.05a
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    • pp.702-704
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    • 2022
  • 자율주행 시뮬레이터를 위한 대체재로 게임 엔진을 통한 가상 환경 모의 연구가 수행되고 있다. 하지만 게임 엔진에서는 자율 주행에 필요한 센서를 기기에 맞게 사용자가 직접 모델링을 해줘야 하기 때문에 개발 비용이 크게 작용된다. 특히, Ray 를 활용한 3D LIDAR 는 GPU(Graphics Processing Unit) 사용량이 많은 작업이기 때문에 저비용 시뮬레이터를 위해서는 저비용 3D LIDAR 모의가 필요하다. 본 논문에서는 낮은 컴퓨터 연산을 사용하는 C++ 기반 3D LIDAR 모의 프레임 워크를 제안한다. 제안된 3D LIDAR 는 다수의 언덕으로 이루어진 비포장 Map 에서 성능을 검증 하였으며, 성능 검증을 의해 본 논문에서 생성된 3D LIDAR 로 간단한 LPP(Local Path Planning) 생성 방법도 소개한다. 제안된 3D LIDAR 프레임 워크는 저비용 실시간 모의가 필요한 자율 주행 분야에 적극 활용되길 바란다.

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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Development of User Customized Path Finding Algorithm for Public Transportation Information (대중교통 정보제공을 위한 맞춤형 경로탐색 알고리즘 개발)

  • Shin, Sung Il;Park, Je Jin;Lee, Jong Chul;Ha, Tae Jun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.28 no.3D
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    • pp.317-323
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    • 2008
  • Mass transit information can contribute many benefits to users. Especially, transportation information technology is developing highly with information technology in Korea recently. Hereafter, it is expected to give customized transportation information to users individually with the advent of ubiquitous age in earnest. This public transportation information service can be realized by path finding algorithm in public transportation networks including travel and transfer attributes. In this research, constraints are constructed with the primary facts influencing users. Moreover, the method reducing user's path finding condition arbitrarily is proposed by making the maximum value as variables. In this study, transfer frequency, total travel time, seat confirmation, transfer time and travel time become constraint condition based on k path finding algorithm considering service time constraint condition. Moreover, case study about user customized transfer information is performed in Seoul and metropolitan subway networks.

Implementation of a Virtual Environment for the HLW Disposal Process Analyses (고준위폐기물 처분공정 개념분석을 위한 가상환경 구축)

  • Lee J.Y.;Cho D.K.;Choi H.J.;Kim S.G.;Choi J.W.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1636-1639
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    • 2005
  • The process equipment and remote handling for the deep geological disposal of high-level radioactive waste(HLW) should be checked prior to the operation in view of reliability and operability. In this study, the concept of virtual environment workcell is implemented to analyze and define the feasible disposal process instead of real mock-up, which is very expensive and time consuming. To do this, the parts of process equipment for the disposal and maintenance will be modeled in 3-D graphics, assembled, and kinematics will be assigned. Also, the virtual workcell for the encapsulation and disposal process of spent fuel will be implemented in the graphical environment, which is the same as the real environment. This virtual workcell will have the several functions for verification such as analyses for the equipment's work space, the collision detection, the path planning and graphic simulation of the processes etc. This graphic virtual workcell of the HLW disposal process can be effectively used in designing of the processes for the hot cell equipment and enhance the reliability of the spent fuel management.

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Reliable Autonomous Reconnaissance System for a Tracked Robot in Multi-floor Indoor Environments with Stairs (다층 실내 환경에서 계단 극복이 가능한 궤도형 로봇의 신뢰성 있는 자율 주행 정찰 시스템)

  • Juhyeong Roh;Boseong Kim;Dokyeong Kim;Jihyeok Kim;D. Hyunchul Shim
    • The Journal of Korea Robotics Society
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    • v.19 no.2
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    • pp.149-158
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    • 2024
  • This paper presents a robust autonomous navigation and reconnaissance system for tracked robots, designed to handle complex multi-floor indoor environments with stairs. We introduce a localization algorithm that adjusts scan matching parameters to robustly estimate positions and create maps in environments with scarce features, such as narrow rooms and staircases. Our system also features a path planning algorithm that calculates distance costs from surrounding obstacles, integrated with a specialized PID controller tuned to the robot's differential kinematics for collision-free navigation in confined spaces. The perception module leverages multi-image fusion and camera-LiDAR fusion to accurately detect and map the 3D positions of objects around the robot in real time. Through practical tests in real settings, we have verified that our system performs reliably. Based on this reliability, we expect that our research team's autonomous reconnaissance system will be practically utilized in actual disaster situations and environments that are difficult for humans to access, thereby making a significant contribution.

3D Image Scan Automation Planning based on Mobile Rover (이동식 로버 기반 스캔 자동화 계획에 대한 연구)

  • Kang, Tae-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.1-7
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    • 2019
  • When using conventional 3D image scanning methods, it is common for image scanning to be done manually, which is labor-intensive. Scanning a space made up of complicated equipment or scanning a narrow space that is difficult for the user to enter, is problematic, resulting in quality degradation due to the presence of shadow areas. This paper proposes a method to scan an image using a rover equipped with a scanner in areas where it is difficult for a person to enter. To control the scan path precisely, the 3D image remote scan automation method based on the rover move rule definition is described. Through the study, the user can automate the 3D scan plan in a desired manner by defining the rover scan path as the rule base.

Map-Based Obstacle Avoidance Algorithm for Mobile Robot Using Deep Reinforcement Learning (심층 강화학습을 이용한 모바일 로봇의 맵 기반 장애물 회피 알고리즘)

  • Sunwoo, Yung-Min;Lee, Won-Chang
    • Journal of IKEEE
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    • v.25 no.2
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    • pp.337-343
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    • 2021
  • Deep reinforcement learning is an artificial intelligence algorithm that enables learners to select optimal behavior based on raw and, high-dimensional input data. A lot of research using this is being conducted to create an optimal movement path of a mobile robot in an environment in which obstacles exist. In this paper, we selected the Dueling Double DQN (D3QN) algorithm that uses the prioritized experience replay to create the moving path of mobile robot from the image of the complex surrounding environment. The virtual environment is implemented using Webots, a robot simulator, and through simulation, it is confirmed that the mobile robot grasped the position of the obstacle in real time and avoided it to reach the destination.

Fault-Tolerant Gait Generation of Hexapod Robots for Locked Joint Failures (관절고착고장에 대한 육각 보행 로봇의 내고장성 걸음새 생성)

  • Yang Jung-Min
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.54 no.3
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    • pp.131-140
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    • 2005
  • Fault-tolerant gait generation of a hexapod robot with crab walking is proposed. The considered fault is a locked joint failure, which prevents a joint of a leg from moving and makes it locked in a known position. Due to the reduced workspace of a failed leg, fault-tolerant crab walking has a limitation in the range of heading direction. In this paper, an accessible range of the crab angle is derived for a given configuration of the failed leg and, based on the principles of fault-tolerant gait planning, periodic crab gaits are proposed in which a hexapod robot realizes crab walking after a locked joint failure, having a reasonable stride length and stability margin. The proposed crab walking is then applied to path planning on uneven terrain with positive obstacles. i.e., protruded obstacles which legged robots cannot cross over but have to take a roundabout route to avoid. The robot trajectory should be generated such that the crab angle does not exceed the restricted range caused by a locked joint failure.

3D Path-Planning for Weighted-Regions by Weighted-Octree Method (가중 8진트리를 이용한 가중치 지역에 대한 최적경로설정)

  • 임상석;이창규;황주영;박규호
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.440-442
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    • 1999
  • 본 논문에서는 가중치 3차원 공간을 가중치 8진트리를 이용하여 나타낸다. 가중치 8진트리는 가중치 영역을 계층적으로 나타내고 용이하게 분해능을 조절할 수 있게 한다. 즉 높은 가중치를 갖는 공간은 세밀하게 분해하고 낮은 가중치를 갖는 공간은 성길하게 분해하여 최적의 경로설정을 바른 시간에 할 수 있도록 한다. 이러한 8진트리를 바탕으로 하여 최적 경로 설정하는 종합틀(Framework)을 제시하고 실험을 통하여 그 결과를 제시한다.

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