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Shortest paths with arbitrary clearance from navigation meshes

Published: 02 July 2010 Publication History

Abstract

This paper addresses the problem of efficiently computing optimal paths of arbitrary clearance from a polygonal representation of a given virtual environment. Key to the proposed method is a new type of triangulated navigation mesh, called a Local Clearance Triangulation, which enables the efficient and correct determination if a disc of arbitrary size can pass through any narrow passages of the mesh. The proposed approach uniquely balances speed of computation and optimality of paths by first computing high-quality locally shortest paths efficiently in optimal time. Only in case global optimality is needed, an extended search will gradually improve the current path (if not already the global optimal) until the globally shortest one is determined. The presented method represents the first solution correctly extracting shortest paths of arbitrary clearance directly from a triangulated environment.

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    SCA '10: Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
    July 2010
    256 pages

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    Eurographics Association

    Goslar, Germany

    Publication History

    Published: 02 July 2010

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    SCA '10 Paper Acceptance Rate 24 of 56 submissions, 43%;
    Overall Acceptance Rate 183 of 487 submissions, 38%

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    • (2016)Geometric and discrete path planning for interactive virtual worldsACM SIGGRAPH 2016 Courses10.1145/2897826.2927310(1-29)Online publication date: 24-Jul-2016
    • (2016)ACCLMeshComputer Animation and Virtual Worlds10.1002/cav.171027:3-4(195-204)Online publication date: 1-May-2016
    • (2015)ACCLMeshProceedings of the 8th ACM SIGGRAPH Conference on Motion in Games10.1145/2822013.2822043(97-102)Online publication date: 16-Nov-2015
    • (2015)Adding sociality to virtual pedestrian groupsProceedings of the 21st ACM Symposium on Virtual Reality Software and Technology10.1145/2821592.2821597(163-172)Online publication date: 13-Nov-2015
    • (2015)Energy-efficient mid-term strategies for collision avoidance in crowd simulationProceedings of the 14th ACM SIGGRAPH / Eurographics Symposium on Computer Animation10.1145/2786784.2786804(119-127)Online publication date: 7-Aug-2015
    • (2015)Clearance for diversity of agents' sizes in navigation meshesComputers and Graphics10.1016/j.cag.2014.11.00447:C(48-58)Online publication date: 1-Apr-2015
    • (2015)Planning approaches to constraint-aware navigation in dynamic environmentsComputer Animation and Virtual Worlds10.1002/cav.162226:2(119-139)Online publication date: 1-Mar-2015
    • (2014)Navigation meshes and real-time dynamic planning for virtual worldsACM SIGGRAPH 2014 Courses10.1145/2614028.2615399(1-81)Online publication date: 27-Jul-2014
    • (2014)Dynamic and Robust Local Clearance TriangulationsACM Transactions on Graphics10.1145/258094733:5(1-17)Online publication date: 23-Sep-2014
    • (2013)A Generalized Exact Arbitrary Clearance Technique for Navigation MeshesProceedings of Motion on Games10.1145/2522628.2522900(103-110)Online publication date: 6-Nov-2013
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