• Title/Summary/Keyword: collision processing

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Algorithm of collision processing for a shooting game (슈팅게임을 위한 충돌 처리 알고리즘)

  • Seo Jeong-Man
    • KSCI Review
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    • v.14 no.1
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    • pp.249-254
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    • 2006
  • In this paper, I review the collision processing algorithm using existing quadrilateral unit and present problems with it. Then I propose a collision check technique of a small quadrilateral unit, by which the defects with simple quadrilateral collision has been made up for. I finally show that the proposed algorithm can be applied to real games in terms of presenting the experiment results and screen design for implemented real games.

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Distance-based SAP Algorithm for Effective Collision Detection (효율적인 충돌 검출을 위한 거리 기반 SAP 알고리즘)

  • Oh, Min-Seok;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.23-31
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    • 2012
  • The collision processing is one of the essential factors to realize physical principles in the game, and it gives liveliness to the game. The collision processing requires a large amount of operations, and significantly affects the game performance. To address this problem, many studies have been conducted to reduce the operation volume, and the SAP algorithm is being widely used. However, its efficiency is low because it involves repetitive operations. In this study, a distance-based SAP algorithm was proposed to reduce the operation volume for the collision processing and address the problem of the SAP algorithm. A test was conducted to measure the FPS using the simulation program, which was developed with the proposed algorithm. The FPS was 2-33 times higher with the proposed algorithm, which indicated that the efficiency of the collision processing was improved.

Collision Probability md Traffic Processing Time Analysis for RFID System using FHSS Scheme (FHSS 방식을 채용한 RFID 시스템의 충돌 확률 및 트래픽 처리 시간 해석)

  • Cho, Hae-Keun;Lim, Yeon-June;Hwang, In-Kwan;Pyo, Cheol-Sig
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.12A
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    • pp.1246-1252
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    • 2006
  • In this paper, a collision probability, processing time and traffic capacity analysis algorithm for RFID system using random FHSS and synchronous FHSS is proposed. Service time, duty cycle, traffic intensity and additional delay time required for re-transmission due to collision are considered and the processing delay and frequency channel capacity are analyzed for the steady state operation of the system. The simulation results which show maximum capacity of the system and explain the accuracy of the algorithm are provided.

A Study on Mariners' Standard Behavior for Collision Avoidance (2) - A proposal of modeling method for collision avoidance based on human factors -

  • Park, Jung-Sun;Kobayashi, Hiroaki;Yea, Byeong-Deok
    • Journal of Navigation and Port Research
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    • v.31 no.4
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    • pp.309-315
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    • 2007
  • We've investigated the characteristics on mariner's behavior in the collision situation through a full-mission ship handling simulator and considered that it's necessary to model the standard avoiding behavior of mariners in order to apply the obtained results more widely and effectively. Thus we described the contents of standard avoiding behavior taken by mariners in the collision situation and established the concept of the standard model based on human factors for collision avoidance in a previous study. As a following study, this paper is to propose the method of modeling on mariners' standard behavior for collision avoidance by analyzing the contents of mariner's information processing and the related factors using regression analysis. As a result, we confirmed the influence of relating factors to avoiding behavior in mariner's deciding decisions and proposed the modeling method of mariners' standard behavior for collision avoidance with a example of recognition model.

A study on machine simulation application of aircraft parts in 5 axises horizontal machine (항공기 부품의 5축 수평형 공작기계 머신 시뮬레이션 적용에 관한 연구)

  • 이인수;김남경;김해지;장정환
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.367-372
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    • 2003
  • This paper shows about the machine simulation embodiment when it happened NC equipment and between workpiece and interference collision at 5 axises processing of aircraft parts. And this research has been chosen because of the highest equipment interference occurrence rate at aircraft parts processing of 5 axises horizontal machine. It can verify simulation and machining process through correlation about their dynamic relations. interference, collision as embodied virtual manufacturing system of machining tool, workpiece, and holder etc. that is necessary element in shape of machine tool and function and processing in imagination ball. Also. it verified about interference and collision between NC equipment parts and workpiece, for applied machine simulation to NC Data of actuality aircraft parts of BULKHEAD and FRAME.

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Remote Control of an unmaned vehicle of shortage of hands using Internet (인터넷을 이용한 지능형 무인 차량의 원격제어)

  • 김승철;김남수;임영도
    • Journal of the Institute of Convergence Signal Processing
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    • v.3 no.4
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    • pp.57-61
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    • 2002
  • We design Collision Avoidance System using model vehicle. The purpose of this system(Collision Avoidance System) is to maintain continuously constant distance between a forward running vehicle and a following automatic guided vehicle(AGV). For this system, we design modeling of vehicle and observe this through simulation. By sing super sonic sensors to measure the distance between vehicles and controller using 80c196kc for changing velocity of motor, we design Collision Avoidance System as maintaining continuously constant distance between vehicles.

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Mariner's Information Processing Characteristics in Ship-to-Ship Collision Situation (선박간 충돌 위험상황에서의 항해사 정보처리 특성에 관한 연구)

  • Kim, Bi-A;Oh, Jin-Seok;Lee, Se-Won;Lee, Jae-Sik
    • Journal of the Korean Society of Safety
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    • v.23 no.1
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    • pp.46-50
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    • 2008
  • The purpose of the present study was to investigate the mariner's information characteristics in ship-ta-ship collision situation using the full mission ship-handling simulator. Risk levels of ship-to-ship collision were manipulated by whether the target ship complies with the naval regulations and by movement patterns of target ship. Dependent variables reflecting mariner's information characteristics in ship-ta-ship collision situation were measured in terms of radar detection reaction time, free recall performance of past navigation situation, and subjective ratings for the task difficulty. The results showed that, in general, the mariners appeared to be deteriorated in their radar detection reaction time and free recall performance as the risk of ship-ta-ship collision increased. Also, the mariners tended to rate required tasks more difficult in the high risk ship-ta-ship collision situation.

A Study on Mariners' Standard Behavior for Collision Avoidance (1) - A concept on modeling for collision avoidance based on human factors -

  • Park, Jung-Sun;Kobayashi, Hiroaki;Yea, Byeong-Deok
    • Journal of Navigation and Port Research
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    • v.31 no.4
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    • pp.281-287
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    • 2007
  • Human factors have been considered the primary reason of marine accidents. Especially, the collision between vessels is mostly mused by human behavior. However, there have not been many researches to clarify the reason of marine accidents mused by human factors quantitatively. In order to understand human factors and to enhance safe navigation systematically, using a full mission ship-handling simulator, we've investigated the characteristics of avoiding behavior taken by mariners. Further in order to apply the characteristics more widely and effectively, it's necessary to formulate the standard behavior for ship-handling in the condition of collision avoidance. Is this study, therefore, we intended to propose the concept to model the mariner's standard behavior on the handling of collision avoidance as the first step. As a result, we confirmed the contents of information processing in ship-handling that mariner's generally taking to avoid collision.

Simulation of Deformable Objects using GLSL 4.3

  • Sung, Nak-Jun;Hong, Min;Lee, Seung-Hyun;Choi, Yoo-Joo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4120-4132
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    • 2017
  • In this research, we implement a deformable object simulation system using OpenGL's shader language, GLSL4.3. Deformable object simulation is implemented by using volumetric mass-spring system suitable for real-time simulation among the methods of deformable object simulation. The compute shader in GLSL 4.3 which helps to access the GPU resources, is used to parallelize the operations of existing deformable object simulation systems. The proposed system is implemented using a compute shader for parallel processing and it includes a bounding box-based collision detection solution. In general, the collision detection is one of severe computing bottlenecks in simulation of multiple deformable objects. In order to validate an efficiency of the system, we performed the experiments using the 3D volumetric objects. We compared the performance of multiple deformable object simulations between CPU and GPU to analyze the effectiveness of parallel processing using GLSL. Moreover, we measured the computation time of bounding box-based collision detection to show that collision detection can be processed in real-time. The experiments using 3D volumetric models with 10K faces showed the GPU-based parallel simulation improves performance by 98% over the CPU-based simulation, and the overall steps including collision detection and rendering could be processed in real-time frame rate of 218.11 FPS.

Distributed Collision-Resolvable Medium Access Control for Wireless LANs with Interference Cancellation Support

  • Shen, Hu;Lv, Shaohe;Wang, Xiaodong;Zhou, Xingming
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.8
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    • pp.2691-2707
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    • 2014
  • Medium access control is critical in wireless networks for efficient spectrum utilization. In this paper, we introduce a novel collision resolution method based on the technique of known interference cancellation, and propose a new MAC protocol named as CR-MAC, in which AP tries to decode all the collided data packets by combining partial retransmissions and known interference cancellation. As the collided transmissions are fully utilized, less retransmission is required, especially in a crowded network. The NS-2simulation and MATLAB numerical results show that, under various network settings, CR-MAC performs much better than the IEEE 802.11 DCF in terms of the aggregation throughput and the expected packet delay.