What is obstacle detection and collision avoidance?

What is obstacle detection and collision avoidance?

Obstacles detection and collision avoidance system developed with virtual models. The system warns the driver in a distance safe enough to avoid the collision in case the driver neglects warnings, the system begins braking in order to decrease damage severity if the collision happens or even avoid it.

What algorithms can be used for collision avoidance?

Collision Avoidance Algorithms The use of quad trees allows for a simple collision avoidance algorithm. An approximation technique used here uses a type of data structure called a quad tree. A quad tree is similar to that of a binary tree except that a quad tree has four child nodes for each parent instead of just two.

What is the difference between IR sensor and ultrasonic sensor?

The biggest difference between IR sensor vs. Ultrasonic sensors use sound waves (echolocation) to measure how far away you are from an object. On the other hand, IR sensors use Infrared light to determine whether or not an object is present.

What is the basic idea of collision avoidance?

The basic idea behind collision avoidance is to generate a steering force to dodge obstacles every time one is close enough to block the passage. Even if the environment has several obstacles, this behavior will use one of them at a time to calculate the avoidance force.

When does the collision avoidance force become null?

Since all steering behaviors are re-calculated every game update, the avoidance force will remain active as long as the obstacle is blocking the way. As soon as the obstacle is not intercepting the ahead vector line, the avoidance force will become null (no effect) or it will be re-calculated to avoid the new threatening obstacle.

When does steering away from an obstacle cause a collision?

The use of three vectors greatly improves the collision detection. The second problem happens when the character is close to the obstacle, steering away from it. Sometimes the maneuvering will cause a collision, even though the character is just rotating to face another direction:

What to do when an obstacle is moving?

A pathfinding algorithm will compute a path around stationary obstacles, but what if the obstacles move? By the time a unit reaches a particular point, an obstacle may no longer be there, or a new obstacle may be there. If the typical obstacle can be routed around, use a separate obstacle avoidance algorithm (steering) along with your pathfinder.