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Kostas Bekris University of Nevada, Reno CS 425/625 Interface for Motion Planning In Physically Realistic 3D Virtual Worlds September 22, 2008
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Game Engines
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Components Game EngineUser Visualization Software Interface Model Database Physics- based Simulation AI (Motion Planning)
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Physics-based Simulation Front wheels turn Rear wheel drive Car model and racing track from: “The Open Racing Car Simulator” (TORCS) Software: Open Dynamics Engine (ODE) and OpenSceneGraph
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Motion Planning James Kuffner CMU Jean Claude Latombe Stanford Industrial Manipulation Geometric Puzzles Simulation Kostas Bekris
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Physically Realistic Motion Planning Geometric Paths are not Sufficient Lack of Physical Realism Cannot be easily followed
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Physically Realistic Motion Planning Trajectory Planning: Higher-Dimensional Problem More constrains
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