Autonomous Emergency Braking: Sensor Latency vs Stopping Distance
Interactive 3D simulator: a self-driving car detects an obstacle at a set sensor range, then a real perception-decision-actuation latency and braking deceleration decide whether it stops in time or collides — tune speed, latency, sensor range and road grip and watch the physics play out.
Every self-driving stack ships with a fixed system latency between the moment a sensor spots a hazard and the moment the brakes actually bite — and that latency, not the sensor's raw range, is often what decides whether an emergency stop succeeds. This simulator drives a car toward a stalled obstacle at a chosen speed, lets a lidar/radar-style detection ring reveal the obstacle only once it is within sensor range, holds the car at constant speed for a configurable perception-decision-actuation latency, and then brakes it at a deceleration set by road grip — while live readouts break the outcome down into reaction distance, braking distance and the margin left against the sensor's range.
A self-driving car detects a stalled obstacle at a set sensor range, then a real perception-decision-actuation latency plus braking deceleration decide whether it stops in time or collides — tune speed, latency, sensor range and road grip and watch the physics play out in 3D.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install