• Title/Summary/Keyword: Realistic terrain

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A recursive multibody model of a tracked vehicle and its interaction with flexible ground

  • Han, Ray P.S.;Sander, Brian S.;Mao, S.G.
    • Structural Engineering and Mechanics
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    • v.11 no.2
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    • pp.133-149
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    • 2001
  • A high-fidelity model of a tracked vehicle traversing a flexible ground terrain with a varying profile is presented here. In this work, we employed a recursive formulation to model the track subsystem. This method yields a minimal set of coordinates and hence, computationally more efficient than conventional approaches. Also, in the vehicle subsystem, the undercarriage frame is assumed to be connected to the chassis by a revolute joint and a spring-damper unit. This increase in system mobility makes the model more realistic. To capture the vehicle-ground interaction, a Winkler-type foundation with springs-dampers is used. Simulation runs of the integrated tracked vehicle system for vibrations for four varying ground profiles are provided.

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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Using Maya Walking Motion Analysis in the Changing Environment of the Ground and Implement Realistic Character Animation (마야를 이용한 지형변화 환경에서의 보행동작 분석과 현실적 캐릭터 애니메이션 구현)

  • Yoon, Yeo-Geun;Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.521-523
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    • 2012
  • In the field of virtual reality and game production with realistic, real-time character's behavior is frequently used. In this paper, the terrain changes or other actions on the surrounding environment by implementing adaptive any action that is the most natural and can be adapted to analyze real-time character animation is implemented. For this purpose, in order to control the various movements of the character of the human body, by highlighting the major joints Kinematic dummy character animation is to create a way. Changes in terrain height difference of the two stairs that could cause analysis of the behavior in the environment and the other on the surrounding environment by adapting behavior to analyze the behavior of the slope climbing Based on this, the character animation is implemented.

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돌발홍수 모니터링 및 예측 모형을 이용한 예측(F2MAP)태풍 루사에 의한 양양남대천 유역의 돌발홍수 모니터링

  • Kim, Byung-Sik;Hong, Jun-Bum;Choi, Kyu-Hyun;Yoon, Seok-Young
    • Proceedings of the Korea Water Resources Association Conference
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    • 2006.05a
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    • pp.1145-1149
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    • 2006
  • The typhoon Rusa passed through the Korean peninsula from the west-southern part to the east-northern part in the summer season of 2002. The flash flood due to the Rusa was occurred over the Korean peninsula and especially the damage was concentrated in Kangnung, Yangyang, Kosung, and Jeongsun areas of Kangwon-Do. Since the latter half of the 1990s the flash flood has became one of the frequently occurred natural disasters in Korea. Flash floods are a significant threat to lives and properties. The government has prepared against the flood disaster with the structural and nonstructural measures such as dams, levees, and flood forecasting systems. However, since the flood forecasting system requires the rainfall observations as the input data of a rainfall-runoff model, it is not a realistic system for the flash flood which is occurred in the small basins with the short travel time of flood flow. Therefore, the flash flood forecasting system should be constructed for providing the realistic alternative plan for the flash flood. To do so, firstly, Flash Flood Monitoring and Prediction (FFMP) Model must be developed suitable to Korea terrain. In this paper, We develop the FFMP model which is based on GIS, Radar techniques and hydro-geomorphologic approaches. We call it the F2MAP model. F2MAP model has three main components (1) radar rainfall estimation module for the Quantitative Precipitation Forecasts (QPF), (2) GIS Module for the Digital terrain analysis, called TOPAZ(Topographic PArametiZation), (3) hydrological module for the estimation of threshold runoff and Flash Flood Guidance(FFG). For the performance test of the model developed in this paper, F2MAP model applied to the Kangwon-Do, Korea, where had a severe damage by the Typhoon Rusa in August, 2002. The result shown that F2MAP model is suitable for the monitoring and the prediction of flash flood.

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A Moving Synchronization Technique for Virtual Target Overlay (가상표적 전시를 위한 이동 동기화 기법)

  • Kim Gye-Young;Jang Seok-Woo
    • Journal of Internet Computing and Services
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    • v.7 no.4
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    • pp.45-55
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    • 2006
  • This paper proposes a virtual target overlay technique for a realistic training simulation which projects a virtual target on ground-based CCD images according to an appointed scenario. This method creates a realistic 3D model for instructors by using high resolution GeoTIFF (Geographic Tag Image File Format) satellite images and DTED(Digital Terrain Elevation Data), and it extracts road areas from the given CCD images for both instructors and trainees, Since there is much difference in observation position, resolution, and scale between satellite Images and ground-based sensor images, feature-based matching faces difficulty, Hence, we propose a moving synchronization technique that projects the targets on sensor images according to the moving paths marked on 3D satellite images. Experimental results show the effectiveness of the proposed algorithm with satellite and sensor images of Daejoen.

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Air Quality Modeling of Ozone Concentration According to the Roughness Length on the Complex Terrain (복잡지형에서의 지표면 거칠기에 따른 오존 농도 수치모의)

  • Choi, Hyun-Jung;Lee, Hwa-Woon;Sung, Kyoung-Hee
    • Journal of Korean Society for Atmospheric Environment
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    • v.23 no.4
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    • pp.430-439
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    • 2007
  • The objective of this work is the air quality modeling according to the practical roughness length using the building information as surface boundary conditions. As accurate wind and temperature field are required to produce realistic urban air quality modeling, comparative simulations by various roughness length are discussed. The prognostic meteorological fields and air quality field over complex areas of Seoul, Korea are generated by the PSU/NCAR mesoscale model (MM5) and the Third Generation Community Multi-scale Air Quality Modeling System (Models-3/CMAQ), respectively. The simulated $O_3$ concentration on complex terrain and their interactions with the weak synoptic flow had relatively strong effects by the roughness length. A comparison of the three meteorological fields of respective roughness length reveals substantial localized differences in surface temperature and wind folds. Under these conditions, the ascended mixing height and weakened wind speed at night which induced the stable boundary stronger, and the difference of simulated $O_3$ concentration is $2{\sim}6\;ppb$.

A Building Modeling using the Library-based Texture Mapping

  • Song, Jeong-Heon;Cho, Young-Wook;Han, Dong-Yeob;Kim, Yong-Il
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.744-746
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    • 2003
  • A 3D modeling of urban area can be composed the terrain modeling that can express specific and shape of the terrain and the object modeling such as buildings, trees and facilities which are found in urban areas. Especially in a 3D modeling of building, it is very important to make a unit model by simplifying 3D structure and to take a texture mapping, which can help visualize surface information. In this study, the texture mapping technique, based on library for 3D urban modeling, was used for building modeling. This technique applies the texture map in the form of library which is constructed as building types, and then take mapping to the 3D building frame. For effectively apply, this technique, we classified buildings automatically using LiDAR data and made 3D frame using LiDAR and digital map. To express the realistic building texture, we made the texture library using real building photograph.

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Realistic and Real-Time Modeling of Numerous Trees Using Growing Environment (성장 환경을 활용한 다수의 나무에 대한 사실적인 실시간 모델링 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.398-407
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    • 2012
  • We propose a tree modeling method of expressing realistically and efficiently numerous trees distributed on a broad terrain. This method combines and simplifies the recursive hierarchy of tree branch and branch generation process through self-organizing from buds, allowing users to generate trees that can be used more intuitively and efficiently. With the generation process the leveled structure and the appearance such as branch length, distribution and direction can be controlled interactively by user. In addition, we introduce an environment-adaptive model that allows to grow a number of trees variously by controlling at the same time and we propose an efficient application method of growing environment. For the real-time rendering of the complex tree models distributed on a broad terrain, the rendering process, the LOD(level of detail) for the branch surfaces, and shader instancing are introduced through the GPU(Graphics Processing Unit). Whether the numerous trees are expressed realistically and efficiently on wide terrain by proposed models are confirmed through simulation.

Rough Terrain Negotiable Mobile Platform with Passively Adaptive Double-Tracks and Its Application to Rescue Missions and EOD Missions

  • Lee, Woo-Sub;Kang, Sung-Chul;Kim, Mun-Sang;Shin, Kyung-Chul
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.1048-1053
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    • 2005
  • This paper presents design and integration of the ROBHAZ-DT3, which is a newly developed mobile robot system with chained double-track mechanisms. A passive adaptation mechanism equipped between the front and rear body enables the ROBHAZ-DT3 to have good adaptability to uneven terrains including stairs. The passive adaptation mechanism reduces energy consumption when moving on uneven terrain as well as its simplicity in design and remote control, since no actuator is necessary for adaptation. Based on this novel mobile platform, a rescue version of the ROBHAZ-DT3 with appropriate sensors and a semi-autonomous mapping and localization algorithm is developed to participate in the RoboCup2004 US-Open: Urban Search and Rescue Competition. From the various experiments in the realistic rescue arena, we can verify that the ROBHAZ-DT3 is reliable in traveling rugged terrain and the proposed mapping and localization algorithm are effective in the unstructured environment with uneven ground. The another application is an military robot for an EOD(Explosive Ordnance Disposal) and reconnaissance mission. The military version of the ROBHAZ-DT3 with a water disrupter, a thermal scope and a long distance wireless communication device is developed and sent to the area of military tactics in Iraq. Consequently, the feasibility of the military version of ROBHAZ-DT3 is verified.

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A Study on the Diffusion of Gaseous Radioactive Effluents Based on the Statistical Method (통계적 방법을 이용한 방사성 물질의 대기 확산 평가)

  • Na, Man-Gyun;Lee, Goung-Jin
    • Journal of Radiation Protection and Research
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    • v.23 no.4
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    • pp.251-257
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    • 1998
  • A diffusion model of radioactive gaseous effluents is improved to apply for domestic nuclear power plants. Up to now, XOQDOQ computer code package developed by U. S NRC has been used for the assessment of radioactive plume dispersion by normal operation of domestic nuclear power plants. XOQDOQ adopts the straight-line Gaussian plume model which was basically derived for the plane terrain. However, since there are so many mountains in Korea, the several shortcomings of XOQDOQ are improved to consider the complex terrain effects. In this work, wind direction change is considered by modifying the wind rose frequency using meteorological data of the local weather stations. In addition, an effective height correction model, a plume reduction model due to plume penetration into mountain, and a wet deposition model are adopted for more realistic assessments. The proposed methodology is implemented in Yongkwang nuclear power plants, and can be used for other domestic nuclear power plants.

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