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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Presentation transcript:

Kostas Bekris University of Nevada, Reno CS 425/625 Interface for Motion Planning In Physically Realistic 3D Virtual Worlds September 22, 2008

Game Engines

Components Game EngineUser Visualization Software Interface Model Database Physics- based Simulation AI (Motion Planning)

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

Motion Planning James Kuffner CMU Jean Claude Latombe Stanford Industrial Manipulation Geometric Puzzles Simulation Kostas Bekris

Physically Realistic Motion Planning Geometric Paths are not Sufficient Lack of Physical Realism Cannot be easily followed

Physically Realistic Motion Planning Trajectory Planning: Higher-Dimensional Problem More constrains