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Titlebook: Geometric and Discrete Path Planning for Interactive Virtual Worlds; Marcelo Kallmann,Mubbasir Kapadia Book 2016 Springer Nature Switzerla

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書目名稱Geometric and Discrete Path Planning for Interactive Virtual Worlds
編輯Marcelo Kallmann,Mubbasir Kapadia
視頻videohttp://file.papertrans.cn/384/383635/383635.mp4
叢書名稱Synthesis Lectures on Visual Computing: Computer Graphics, Animation, Computational Photography and Imaging
圖書封面Titlebook: Geometric and Discrete Path Planning for Interactive Virtual Worlds;  Marcelo Kallmann,Mubbasir Kapadia Book 2016 Springer Nature Switzerla
描述Path planning and navigation are indispensable components for controlling autonomous agents in interactive virtual worlds. Given the growing demands on 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 computational geometry techniques and then gradually moving toward more advanced topics with focus on recent developments from the work of the authors. The covered topics range from discrete search and geometric representations to planning under different types of constraints and harnessing the power of graphics hardware in order to address Euclidean shortest paths and discrete search for multiple agents under limited time budgets. The use of planning algorithms beyond path planning is also discussed in the areas of crowd animation and whole-body motion planning for virtual characters.
出版日期Book 2016
版次1
doihttps://doi.org/10.1007/978-3-031-02588-4
isbn_softcover978-3-031-01460-4
isbn_ebook978-3-031-02588-4Series ISSN 2469-4215 Series E-ISSN 2469-4223
issn_series 2469-4215
copyrightSpringer Nature Switzerland AG 2016
The information of publication is updating

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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
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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”
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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
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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
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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
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