• Title/Summary/Keyword: Navigation Mesh

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A Parallel Approach to Navigation in Cities using Reconfigurable Mesh

  • El-Boghdadi, Hatem M.;Noor, Fazal
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • The subject of navigation has drawn a large interest in the last few years. Navigation problem (or path planning) finds the path between two points, source location and destination location. In smart cities, solving navigation problem is essential to all residents and visitors of such cities to guide them to move easily between locations. Also, the navigation problem is very important in case of moving robots that move around the city or part of it to get some certain tasks done such as delivering packages, delivering food, etc. In either case, solution to the navigation is essential. The core to navigation systems is the navigation algorithms they employ. Navigation algorithms can be classified into navigation algorithms that depend on maps and navigation without the use of maps. The map contains all available routes and its directions. In this proposal, we consider the first class. In this paper, we are interested in getting path planning solutions very fast. In doing so, we employ a parallel platform, Reconfigurable mesh (R-Mesh), to compute the path from source location to destination location. R-Mesh is a parallel platform that has very fast solutions to many problems and can be deployed in moving vehicles and moving robots. This paper presents two algorithms for path planning. The first assumes maps with linear streets. The second considers maps with branching streets. In both algorithms, the quality of the path is evaluated in terms of the length of the path and the number of turns in the path.

Generating Curved Lines in a Windows based Navigation Mesh (윈도우 기반 네비게이션 메쉬에서 곡선 생성 기법)

  • Kim, Hyung-Il
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.569-581
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    • 2008
  • In this paper, methods are proposed for creating a curved line in a navigation mesh, which is used in a windows based virtual reality or games. The main geographies used in a windows based virtual reality or games are created by using either grids or navigation meshes. When using grids, it is difficult to create a natural geography. Multiple grids are needed to ensure precise descriptions, which can result in system overload. A navigation mesh was developed to address this issue since the navigation mesh has the benefit of placing fewer loads on the system than a grid method. The drawback, however, is that the movements of character in navigation mesh are less natural. In this paper, a method for creating a curved line using round curves is proposed in order to resolve this issue. Using the methods for creating a curved line proposed in this paper in a windows based virtual reality or games will eliminate the unnatural or awkward movement of characters that arises in the use of a navigation mesh.

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A Design of Maritime Information Network System Based on Mesh Network (Mesh Network 기반의 해상 정보 네트워크 시스템 설계)

  • Seo, Ki-Yeol;Oh, Se-Woong;Choi, Deuk-Jae;Park, Sang-Hyun;Suh, Sang-Hyun
    • Journal of Navigation and Port Research
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    • v.31 no.6
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    • pp.497-502
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    • 2007
  • The important purposes of research in ship operation are to ensure safe navigation, high efficiency of transportation, high accuracy, and security. IMO, develops a broad strategy for incorporating the use of new technologies in a structured way to ensure that their use is compliant with the various electronic navigational and communication technologies and services that are already available. As a base research for E-Navigation, therefore, this paper proposes a maritime information network based on Mesh Network that is one of the maritime broadband solutions. Firstly, this paper analyzes an international port network system and the requirements of port network for E-Navigation. Finally, it designs the maritime information network system based on Mesh Network and shows its validity for E-Navigation.

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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Geographic information 3D Synthetic Model based on Regular Mesh (Regular Mesh 기반 지리정보 3D 합성모델)

  • Jung, Ji-Hwan;Hwang, Sun-Myung;Kim, Sung-Ho
    • Journal of Advanced Navigation Technology
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    • v.15 no.4
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    • pp.616-625
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    • 2011
  • There are two representative geometry rendering methods. One is Geometry Clipmaps, another is ROAM 2.0. We propose an extended Geometry Clipmaps algorithm which does not focus on CPU operation but the GPU for faster and wider visibility area. The extended algorithm presents mesh configuration method of each level by LOD, how to configurate Mesh network between levels, mesh block method for rendering optimization using VFC, and image mapping method to get high resolution up to 1 m.

Reducing the Search Space for Pathfinding in Navigation Meshes by Using Visibility Tests

  • Kim, Hyun-Gil;Yu, Kyeon-Ah;Kim, Jun-Tae
    • Journal of Electrical Engineering and Technology
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    • v.6 no.6
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    • pp.867-873
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    • 2011
  • A navigation mesh (NavMesh) is a suitable tool for the representation of a three-dimensional game world. A NavMesh consists of convex polygons covering free space, so the path can be found reliably without detecting collision with obstacles. The main disadvantage of a NavMesh is the huge state space. When the $A^*$ algorithm is applied to polygonal meshes for detailed terrain representation, the pathfinding can be inefficient due to the many states to be searched. In this paper, we propose a method to reduce the number of states searched by using visibility tests to achieve fast searching even on a detailed terrain with a large number of polygons. Our algorithm finds the visible vertices of the obstacles from the critical states and uses the heuristic function of $A^*$, defined as the distance to the goal through such visible vertices. The results show that the number of searched states can be substantially reduced compared to the $A^*$ search with a straight-line distance heuristic.

A study on the Algorithm for Mesh Network Topology Optimization and Routing (망토폴로지 최적화와 라우팅을 위한 알고리즘에 대한 연구)

  • Kim, Dong-Choon;Na, Seung-Kwon;Pyeon, Yong-Kug
    • Journal of Advanced Navigation Technology
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    • v.19 no.1
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    • pp.53-59
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    • 2015
  • We consider the problems that consist of designing time, establishment cost, delay time and reliability in designing a mesh network when given link costs and traffic requirements between nodes. Designing time, establishment cost and delay time are less, reliability is higher in designing a mesh network. One of the problems designing time is solved by mesh network topology optimization and routing (MENTOR) algorithm that Aaron Kershenbaum propose, but the others remain. In this paper we propose a new mesh network design algorithm with small computational complexity that the others are solved. The result of the proposed algorithm is better than MENTOR's in total establishment cost, delay time and reliability.

A Design and Implementation of SENC Structure for efficient storage of S-57 spatial data (S-57 공간정보 저장을 위한 효율적인 SENC 구조의 설계 및 구현)

  • Lee, Hee-Yong
    • Journal of Navigation and Port Research
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    • v.28 no.8
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    • pp.673-678
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    • 2004
  • The ENC standard, S-57 Specification was established to exchange hydrographic data between it's users such as HOs ECDIS users, etc. The digital navigation chart which is produced according to the S-57 Specification is called an ENC(Electronic Navigational Chart) and the SENC(System ENC) is a by-product of ENC suitable for computer graphics system Even though the efficient structure of SENC is a key element of measuring ECDIS performance, the amount of papers about these topics are small compared with other research fields. In this paper, the author designed an efficient spatial data structure of SENC, called Mesh This paper also includes the implementation result of the 'Mesh' which displays SENC on computer screen.

Automatic Mesh Generation Method in Shallow Water Area considering Water Depth (수심을 고려한 천해역에서의 자동요소 생성법)

  • 김남형;양정필;박상길
    • Journal of Korean Port Research
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    • v.14 no.1
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    • pp.97-105
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    • 2000
  • This paper presents an automatic mesh generation considering water depth, which is based on the depth interpolation. The key feature of this method is that the position of a mesh on any depth in the shallow water area can be generated. The Examples are carried out, and the results are shown to be good. This method is shown to be a useful and powerful tool for the flow calculation for the seabed topography.

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Performance Improvement of Wireless Mesh Networks using TCP Congestion Control Algorithm (TCP 혼잡제어 알고리즘을 이용한 무선 메쉬 네트워크의 성능 개선)

  • Lee, Hye-Rim;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.14 no.2
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    • pp.253-259
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    • 2010
  • Wireless mesh network is flexible network like Ad hoc network or bluetooth together based on base station. But, wireless mesh network shows high packet loss and when TCP was created, however as it was design based on wired link, wireless link made more transmission error than wired link. It is existent problem of TCP congestion control algorithm that TCP unfairness and congestion collapse over wireless mesh network. When TCP operation occurs with the packet loss where is not the congestion loss, it brings the performance degradation which is serious. In this paper, in order to improve efficient TCP congestion control algorithm in wireless mesh network, we proposed that TCP can adaptively regulate the congestion window in wireless link.