Dijkstra algorithm-based ray tracing for tunnel-like structures

2020 ◽  
Vol 11 (1) ◽  
pp. 84
Author(s):  
Kazunori Uchida ◽  
Leonard Barolli
2012 ◽  
Vol 433-440 ◽  
pp. 6345-6349
Author(s):  
Li Peng Deng ◽  
Xiao Ying Zhao ◽  
You Feng Chen ◽  
Wang Jing

This article makes the surface of airplane into quadrilateral gridding by using the method of discrete gridding generation, and calculates the data of gridding by using the classical Dijkstra algorithm (local algorithm) which can seek the shortest path from the start point and the end point. With that we can achieve diffraction ray tracing. This method can be used for any convex surface of the diffraction ray tracing.


CCIT Journal ◽  
2019 ◽  
Vol 12 (2) ◽  
pp. 170-176
Author(s):  
Anggit Dwi Hartanto ◽  
Aji Surya Mandala ◽  
Dimas Rio P.L. ◽  
Sidiq Aminudin ◽  
Andika Yudirianto

Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations


Sign in / Sign up

Export Citation Format

Share Document