Path planning for complex 3D multilevel environments

Detalhes bibliográficos
Autor(a) principal: Deusdado, Leonel Domingues
Data de Publicação: 2008
Outros Autores: Fernandes, António Ramires, Belo, Orlando
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/1822/18769
Resumo: The continuous development of graphics hardware is contributing to the creation of 3D virtual worlds with high level of detail, from models of large urban areas, to complete infrastructures, such as residential buildings, stadiums, industrial settings or archaeological sites, to name just a few. Adding virtual humans or avatars adds an extra touch to the visualization providing an enhanced perception of the spaces, namely adding a sense of scale, and enabling simulations of crowds. Path planning for crowds in a meaningful way is still an open research field, particularly when it involves an unknown polygonal 3D world. Extracting the potential paths for navigation in a non automated fashion is no longer a feasible option due to the dimension and complexity of the virtual environments available nowadays. This implies that we must be able to automatically extract information from the geometry of the unknown virtual world to define potential paths, determine accessibilities, and prepare a navigation structure for real time path planning and path finding. A new image based method is proposed that deals with arbitrarily a priori unknown complex virtual worlds, namely those consisting of multilevel passages (e.g. over and below a bridge). The algorithm is capable of extracting all the information required for the actual navigation of avatars, creating a hierarchical data structure to help both high level path planning and low level path finding decisions. The algorithm is image based, hence it is tessellation independent, i.e. the algorithm does not use the underlying polygonal structure of the 3D world. Therefore, the number of polygons as well as the topology, do not affect the performance.
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spelling Path planning for complex 3D multilevel environmentsPath-findingAvatarsComputer graphicsThe continuous development of graphics hardware is contributing to the creation of 3D virtual worlds with high level of detail, from models of large urban areas, to complete infrastructures, such as residential buildings, stadiums, industrial settings or archaeological sites, to name just a few. Adding virtual humans or avatars adds an extra touch to the visualization providing an enhanced perception of the spaces, namely adding a sense of scale, and enabling simulations of crowds. Path planning for crowds in a meaningful way is still an open research field, particularly when it involves an unknown polygonal 3D world. Extracting the potential paths for navigation in a non automated fashion is no longer a feasible option due to the dimension and complexity of the virtual environments available nowadays. This implies that we must be able to automatically extract information from the geometry of the unknown virtual world to define potential paths, determine accessibilities, and prepare a navigation structure for real time path planning and path finding. A new image based method is proposed that deals with arbitrarily a priori unknown complex virtual worlds, namely those consisting of multilevel passages (e.g. over and below a bridge). The algorithm is capable of extracting all the information required for the actual navigation of avatars, creating a hierarchical data structure to help both high level path planning and low level path finding decisions. The algorithm is image based, hence it is tessellation independent, i.e. the algorithm does not use the underlying polygonal structure of the 3D world. Therefore, the number of polygons as well as the topology, do not affect the performance.ACMUniversidade do MinhoDeusdado, Leonel DominguesFernandes, António RamiresBelo, Orlando20082008-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/1822/18769enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-21T12:40:38Zoai:repositorium.sdum.uminho.pt:1822/18769Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T19:37:29.293311Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Path planning for complex 3D multilevel environments
title Path planning for complex 3D multilevel environments
spellingShingle Path planning for complex 3D multilevel environments
Deusdado, Leonel Domingues
Path-finding
Avatars
Computer graphics
title_short Path planning for complex 3D multilevel environments
title_full Path planning for complex 3D multilevel environments
title_fullStr Path planning for complex 3D multilevel environments
title_full_unstemmed Path planning for complex 3D multilevel environments
title_sort Path planning for complex 3D multilevel environments
author Deusdado, Leonel Domingues
author_facet Deusdado, Leonel Domingues
Fernandes, António Ramires
Belo, Orlando
author_role author
author2 Fernandes, António Ramires
Belo, Orlando
author2_role author
author
dc.contributor.none.fl_str_mv Universidade do Minho
dc.contributor.author.fl_str_mv Deusdado, Leonel Domingues
Fernandes, António Ramires
Belo, Orlando
dc.subject.por.fl_str_mv Path-finding
Avatars
Computer graphics
topic Path-finding
Avatars
Computer graphics
description The continuous development of graphics hardware is contributing to the creation of 3D virtual worlds with high level of detail, from models of large urban areas, to complete infrastructures, such as residential buildings, stadiums, industrial settings or archaeological sites, to name just a few. Adding virtual humans or avatars adds an extra touch to the visualization providing an enhanced perception of the spaces, namely adding a sense of scale, and enabling simulations of crowds. Path planning for crowds in a meaningful way is still an open research field, particularly when it involves an unknown polygonal 3D world. Extracting the potential paths for navigation in a non automated fashion is no longer a feasible option due to the dimension and complexity of the virtual environments available nowadays. This implies that we must be able to automatically extract information from the geometry of the unknown virtual world to define potential paths, determine accessibilities, and prepare a navigation structure for real time path planning and path finding. A new image based method is proposed that deals with arbitrarily a priori unknown complex virtual worlds, namely those consisting of multilevel passages (e.g. over and below a bridge). The algorithm is capable of extracting all the information required for the actual navigation of avatars, creating a hierarchical data structure to help both high level path planning and low level path finding decisions. The algorithm is image based, hence it is tessellation independent, i.e. the algorithm does not use the underlying polygonal structure of the 3D world. Therefore, the number of polygons as well as the topology, do not affect the performance.
publishDate 2008
dc.date.none.fl_str_mv 2008
2008-01-01T00:00:00Z
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url http://hdl.handle.net/1822/18769
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dc.publisher.none.fl_str_mv ACM
publisher.none.fl_str_mv ACM
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