An axis-biased approach for dead reckoning algorithm

This report aims to improve upon the conventional Dead Reckoning algorithm. The conventional Dead Reckoning may not work perfectly with entities which move in a curvilinear motion. The axis biased approach was proposed as a solution to this limitation. Using Unreal Engine 4 to generate the characte...

Full description

Saved in:
Bibliographic Details
Main Author: Tan, Ping Teck
Other Authors: Liu Sze Yeung, Elvis
Format: Final Year Project
Language:English
Published: 2017
Subjects:
Online Access:http://hdl.handle.net/10356/70495
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Nanyang Technological University
Language: English
Description
Summary:This report aims to improve upon the conventional Dead Reckoning algorithm. The conventional Dead Reckoning may not work perfectly with entities which move in a curvilinear motion. The axis biased approach was proposed as a solution to this limitation. Using Unreal Engine 4 to generate the character’s in-game path, simulation of Dead Reckoning was done on the coordinates for comparison between the two models. Biased Dead Reckoning cycles through three different options of no bias, x-axis bias and y-axis bias. This solution had a trade-off, introducing more errors while reducing the average deviation from actual path.