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CS 326 A: Motion Planning http://robotics.stanford.edu/~latombe/cs326/2003 Navigation Through Virtual Environments
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12M triangles
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First vs. Third Person View A first person game has a camera view from the player's eyes or point of view. A third person game has a camera view from outside the player's body, usually from behind or left/right side.
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UNC Video
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Papers First paper: T.Y. Li and H.K. Ting. An Intelligent User Interface with Motion Planning for 3D Navigation.. Proc. IEEE VR2000 International Conf., 2000. Second paper: B. Salomon, M. Garber, M.C. Lin, D. Manocha. Interactive Navigation in Complex Environments Using Path Planning, Proc. I3D, 2003. Other paper: D. Nieuwenhuisen, M.H. Overmars. Motion planning for Camera Movements in Virtual Environments. 2003.
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Local vs. Global Assistance Local Assistance: (1 st paper) Infer the user’s intention and compute a (short) path Global Assistance: (2 nd paper) Given a goal, generate a (long) path
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Walking vs. Flying Camera UNC (2 nd paper) Utrecht (other paper)
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Cinematographic Rule D. Christianson et al. Declarative Camera Control for Automated Cinematography. Proc. AAAI-96, Portland, OR, Aug. 1996 Utrecht
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Path Shortening/Smoothing
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Velocity Control J. Bobrow. Optimal Robot Path Planning Using the Minimum-Time Criterion. IEEE Journal of Robotics and Automation 4(4):443-449, 1988.
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Visibility Constraints (Art-Gallery Problem)
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Virtual Colonoscopy [S. Napel, 3D Medical Imaging Lab. Stanford]
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Virtual Angiography [S. Napel, 3D Medical Imaging Lab. Stanford]
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Virtual Bronchoscopy [S. Napel, 3D Medical Imaging Lab. Stanford]
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