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Indicative Routes for Path Planning and Crowd Simulation

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Presentation on theme: "Indicative Routes for Path Planning and Crowd Simulation"— Presentation transcript:

1 Indicative Routes for Path Planning and Crowd Simulation
Ioannis Karamouzas, Roland Geraerts, Mark Overmars 2009 Walter Kerrebijn

2 Introduction Path Planning in Interactive Environments:
(large amount of) entities from Si to Gi avoid collisions real-time natural

3 Related Work Methods in Game Development: Grid-based Navigation Meshes
Waypoint Graph Combined with reactive steering approach

4 Indicative Route Method (IRM)
Based on Corridor Map Method (CMM) Corridor Map Backbone Path Attraction Point Indicative Route Different potential function

5 Indicative Route Method (IRM)
Comparison between CMM and IRM

6 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

7 Three Phases Indicative Route Corridor Path Extraction

8 I. Indicative Route Can be created with Waypoints
Path extraction from medial axis A* search in grid

9 II. Corridor Corridor Map Graph G = (V,E)
Generalized Voronoi Diagram (GVD) Backbone Paths Skeleton ‘densely sampled’ radius of largest empty disc

10 II. Corridor

11 II. Corridor Retraction:
Translate each point on indicative route to the medial axis for discrete number of points

12 III. Path Extraction Using force field approach

13 III. Path Extraction Weighted combination of forces on character used for ‘steering’ locally Repulsive Forces Steering Force Noise Force

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17 Phases

18 Scenario

19 Results


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