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Перегляд за Автор "Danyliuk, Y."

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    Autonomous car parking Model for different types of parking lots using deep reinforcement learning
    (КПІ ім. Ігоря Сікорського, 2025) Oliinyk, V.; Danyliuk, Y.
    This article explores the simulation of automated parking in a virtual environment with various types of parking lots. The objective of this research is to develop an intelligent model for autonomous parking that achieves high efficiency under simulated conditions across a broad range of common parking lot types. We use a deep reinforcement learning approach using the Proximal Policy Optimization (PPO) algorithm, complemented by Behavioural Cloning and Generative Adversarial Imitation Learning. Our fine-tuned model achieves state-of-the-art parking accuracy, ranging from 96.3% to 99.34%, depending on the type of parking lot. The developed simulation environment, based on the Unity game engine and the MLAgents plugin, enables high-quality visualization, simulation, and modelling capabilities, making it valuable for both educational and research purposes.
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    Effect of rendering space onthe performance of the ray marching method
    (КПІ ім. Ігоря Сікорського, 2024) Danyliuk, Y.; Zhurakovska, O.
    This study investigates the efficiency of rendering implicit surfaces using two distinct approaches: screen rendering space and bounding volumes rendering space. Through comprehensive analysis, visualization of rendering differences, and performance testing, we evaluate the effectiveness of each approach. Our findings demonstrate significant advantages offered by bounding volumes rendering space, including efficient elimination of empty areas, reduction of ray marching iterations, and enhanced CPU and GPU resource utilization. Notably, bounding volumes rendering space achieves an 87% increase in average framerate compared to screen rendering space, achieving 102.71 FPS versus 54.82 FPS, respectively. Our results underscore the promise of bounding volumes rendering space as a potent approach for improving rendering efficiency in ray marching-based implicit surface visualization. We advocate for its integration into rendering pipelines and suggest avenues for future research to maximize its benefits and impact on computer graphics and visualization.

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