標題: Titlebook: Geometric and Discrete Path Planning for Interactive Virtual Worlds; Marcelo Kallmann,Mubbasir Kapadia Book 2016 Springer Nature Switzerla [打印本頁] 作者: GLOAT 時間: 2025-3-21 19:33
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書目名稱Geometric and Discrete Path Planning for Interactive Virtual Worlds讀者反饋學科排名
作者: 狗舍 時間: 2025-3-21 20:31 作者: 朝圣者 時間: 2025-3-22 03:33 作者: Flatus 時間: 2025-3-22 08:08 作者: 同義聯(lián)想法 時間: 2025-3-22 08:58
Extending Basic Search Techniques planning. While the foundational techniques are always present, there are a number of additional challenges to be addressed when design– ing planning solutions for interactive virtual worlds. The remaining chapters of this book review several techniques that can be used for addressing these additio作者: BRUNT 時間: 2025-3-22 14:21
Constraint-Aware Navigationables autonomous agents to be more aware of the semantics of objects in the environment and thus interpret high-level navigation goals with dynamic and meaningful spatial path constraints. At a personal scale, such constraints may include: specific location investigation (“check behind the building”作者: BRUNT 時間: 2025-3-22 20:10
Anytime Dynamic Search on the GPUle meeting real-time constraints. While researchers have explored several methods to make real-time planning a more tractable problem, and many of these techniques have been very successful, i.e., dynamic planners can efficiently adapt to dynamic changes in a graph, hierarchical planners increase pe作者: 倔強一點 時間: 2025-3-23 00:05
Dynamic Planning of Footstep Trajectories for Crowd Simulation combination of two separate problems: (a) navigation and (b) motion synthesis. For the most part, research along these two directions has progressed independently of one another. Te vast majority of navigation algorithms use a trivial locomotion model, outputting a simple force or velocity vector a作者: 健談 時間: 2025-3-23 02:38
Planning using Multiple Domains of Controle high fidelity navigation of interacting agents in non-deterministic, dynamic virtual worlds. The environment and agents are constantly affected by unpredictable forces (e.g., human input), making it impossible to accurately extrap– olate the future world state to make optimal decisions. These comp作者: 秘方藥 時間: 2025-3-23 07:58 作者: Ordnance 時間: 2025-3-23 11:26
Epilogues, including their state-of-the-art ap– plications to animating autonomous virtual humans in interactive virtual worlds. We adopted a bottom-up perspective, systematically introducing the readers to the classical methods and to how they can be extended to meet the growing demands of today’s interact作者: Ptosis 時間: 2025-3-23 14:03
978-3-031-01460-4Springer Nature Switzerland AG 2016作者: SPURN 時間: 2025-3-23 19:51
Geometric and Discrete Path Planning for Interactive Virtual Worlds978-3-031-02588-4Series ISSN 2469-4215 Series E-ISSN 2469-4223 作者: 阻塞 時間: 2025-3-24 00:56
The Case of the Three Numeraires,olves designing a decomposition of the navigable space into a discrete set of connected elements such as points, lines, cells, and/or poly– gons. These connected elements are then represented as a graph on which discrete graph search algorithms can be applied for solving path planning queries. While作者: 思想上升 時間: 2025-3-24 02:39
https://doi.org/10.1007/978-1-349-25921-2 with a graph. The process transforms the continuous path planning problem into a discrete planning problem. For each node of the graph, there are only a discrete number of choices to decide in which direction to move next.作者: hematuria 時間: 2025-3-24 08:44
International Debts: a Crisis for Whom?nning. Because most applications of virtual worlds will focus on speed of computation, graph representations will most often be of linear size even though the shortest paths computed in them will often not be the shortest path in the corresponding Euclidean plane. The problem of finding Euclidean sh作者: 流逝 時間: 2025-3-24 14:20
The Future of Economic Development,ons and to efficiently support the compu– tation of navigation queries. By delimiting the free navigable regions, the navigation mesh can support path planning and also provide important spatial information that agents can use during collision avoidance and behavior execution. As seen in Chapter 1, 作者: Lumbar-Spine 時間: 2025-3-24 17:59
Major Debates in Economic Development planning. While the foundational techniques are always present, there are a number of additional challenges to be addressed when design– ing planning solutions for interactive virtual worlds. The remaining chapters of this book review several techniques that can be used for addressing these additio作者: 縱火 時間: 2025-3-24 22:54
Economic Development in the Context of Chinaables autonomous agents to be more aware of the semantics of objects in the environment and thus interpret high-level navigation goals with dynamic and meaningful spatial path constraints. At a personal scale, such constraints may include: specific location investigation (“check behind the building”作者: vasospasm 時間: 2025-3-24 23:56
https://doi.org/10.1007/978-3-031-54569-6le meeting real-time constraints. While researchers have explored several methods to make real-time planning a more tractable problem, and many of these techniques have been very successful, i.e., dynamic planners can efficiently adapt to dynamic changes in a graph, hierarchical planners increase pe作者: prodrome 時間: 2025-3-25 04:28
Economic Development under Climate Change combination of two separate problems: (a) navigation and (b) motion synthesis. For the most part, research along these two directions has progressed independently of one another. Te vast majority of navigation algorithms use a trivial locomotion model, outputting a simple force or velocity vector a作者: Pituitary-Gland 時間: 2025-3-25 07:42
Population Growth: Threat or Opportunity?,e high fidelity navigation of interacting agents in non-deterministic, dynamic virtual worlds. The environment and agents are constantly affected by unpredictable forces (e.g., human input), making it impossible to accurately extrap– olate the future world state to make optimal decisions. These comp作者: 燈泡 時間: 2025-3-25 12:39 作者: Glossy 時間: 2025-3-25 16:50
https://doi.org/10.1007/978-3-662-32601-5s, including their state-of-the-art ap– plications to animating autonomous virtual humans in interactive virtual worlds. We adopted a bottom-up perspective, systematically introducing the readers to the classical methods and to how they can be extended to meet the growing demands of today’s interact作者: 小鹿 時間: 2025-3-25 23:53 作者: Awning 時間: 2025-3-26 01:24 作者: vitrectomy 時間: 2025-3-26 04:49 作者: palliate 時間: 2025-3-26 11:14
Anytime Dynamic Search on the GPUse techniques have been very successful, i.e., dynamic planners can efficiently adapt to dynamic changes in a graph, hierarchical planners increase performance by breaking down the problem at different levels of abstraction. However, GPU planning remains a widely unexplored area of research.作者: 受辱 時間: 2025-3-26 12:52 作者: 易受騙 時間: 2025-3-26 19:30 作者: 使成核 時間: 2025-3-27 00:24
The Case of the Three Numeraires, there are methods that do not rely on pre-computed representations, often called . methods, the vast majority of path planning algorithms for navigation applications first build a graph representation of the environment to then rely on a discrete graph search algorithm to answer path queries.作者: 雜色 時間: 2025-3-27 02:13
Major Debates in Economic Developmentnal challenges. Of particular im– portance are planning techniques that are able to generate solutions with strict time constraints in large and complex problem domains. While the presentation is focused on describing the work of the authors on these areas, broad discussions on the state of the art are also included.作者: foliage 時間: 2025-3-27 05:20 作者: 殺菌劑 時間: 2025-3-27 13:20
Basic Approaches for World Representation there are methods that do not rely on pre-computed representations, often called . methods, the vast majority of path planning algorithms for navigation applications first build a graph representation of the environment to then rely on a discrete graph search algorithm to answer path queries.作者: 昏睡中 時間: 2025-3-27 16:29
Extending Basic Search Techniquesnal challenges. Of particular im– portance are planning techniques that are able to generate solutions with strict time constraints in large and complex problem domains. While the presentation is focused on describing the work of the authors on these areas, broad discussions on the state of the art are also included.作者: Habituate 時間: 2025-3-27 20:18 作者: 使堅硬 時間: 2025-3-27 23:04 作者: Vertebra 時間: 2025-3-28 05:38
International Debts: a Crisis for Whom?ough the shortest paths computed in them will often not be the shortest path in the corresponding Euclidean plane. The problem of finding Euclidean shortest paths is a classical problem in computational geometry and this chapter reviews the main approaches for solving it.作者: Dorsal-Kyphosis 時間: 2025-3-28 06:29 作者: REIGN 時間: 2025-3-28 13:52 作者: Range-Of-Motion 時間: 2025-3-28 15:51 作者: objection 時間: 2025-3-28 22:33 作者: 枕墊 時間: 2025-3-28 23:07
Economic Development in the Context of Chinagoals. Our approach scales up to larger scenarios as well, allowing constraints such as neighborhood awareness (“avoid this part of the map”) or time-of-day awareness (“stay on main roads at night”), implemented using time-dependent constraint weights.作者: 重力 時間: 2025-3-29 05:25
https://doi.org/10.1007/978-3-662-32601-5l applica– tion to typical commercial settings such as in computer games and other types ofvirtual worlds. This is in contrast to other existing volumes on related areas which are often targeted at either academic researchers or industry practitioners, and thus not connecting both.作者: Accord 時間: 2025-3-29 09:47 作者: 孵卵器 時間: 2025-3-29 12:03
Constraint-Aware Navigationgoals. Our approach scales up to larger scenarios as well, allowing constraints such as neighborhood awareness (“avoid this part of the map”) or time-of-day awareness (“stay on main roads at night”), implemented using time-dependent constraint weights.作者: 狂熱文化 時間: 2025-3-29 17:45 作者: jeopardize 時間: 2025-3-29 21:03
Book 2016n the size and complexity of modern virtual worlds, a number of new techniques have been developed for achieving intelligent navigation for the next generation of interactive multi-agent simulations. This book reviews the evolution of several related techniques, starting from classical planning and 作者: headway 時間: 2025-3-30 02:10
Geometric and Discrete Path Planning for Interactive Virtual Worlds