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Published byPaula van der Zee Modified over 6 years ago
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Indicative Routes for Path Planning and Crowd Simulation
Ioannis Karamouzas, Roland Geraerts, Mark Overmars 2009 Walter Kerrebijn
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Introduction Path Planning in Interactive Environments:
(large amount of) entities from Si to Gi avoid collisions real-time natural
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Related Work Methods in Game Development: Grid-based Navigation Meshes
Waypoint Graph Combined with reactive steering approach
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Indicative Route Method (IRM)
Based on Corridor Map Method (CMM) Corridor Map Backbone Path Attraction Point Indicative Route Different potential function
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Indicative Route Method (IRM)
Comparison between CMM and IRM
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Indicative Route Method (IRM)
2D or 3D environment Character from S to G modeled as disc/cylinder with radius r Avoid collisions with static/dynamic objects Three phases of path planning
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Three Phases Indicative Route Corridor Path Extraction
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I. Indicative Route Can be created with Waypoints
Path extraction from medial axis A* search in grid
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II. Corridor Corridor Map Graph G = (V,E)
Generalized Voronoi Diagram (GVD) Backbone Paths Skeleton ‘densely sampled’ radius of largest empty disc
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II. Corridor
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II. Corridor Retraction:
Translate each point on indicative route to the medial axis for discrete number of points
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III. Path Extraction Using force field approach
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III. Path Extraction Weighted combination of forces on character used for ‘steering’ locally Repulsive Forces Steering Force Noise Force
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Phases
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Scenario
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Results
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