Roland Geraerts and Mark Overmars - PowerPoint PPT Presentation

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Roland Geraerts and Mark Overmars

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McKenna MOUT environment. Footprint and Corridor Map: 0.05s. Experiments Construction phase ... McKenna MOUT environment. Corridor and path: 0.2ms (average) ... – PowerPoint PPT presentation

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Title: Roland Geraerts and Mark Overmars


1
Enhancing Corridor Maps for Real-Time Path
Planning in Virtual Environments
  • Roland Geraerts and Mark Overmars
  • CASA08

2
Criteria
  • Fast and flexible path planner
  • Real-time planning for thousands of characters
  • Dealing with local hazards
  • Natural paths
  • Smooth
  • Short
  • Keeps some distance to obstacles
  • Avoids other characters

3
The CMM Construction phase
  • The Corridor Map
  • A system of collision-free corridors for the
    static obstacles
  • Corridor sequence of maximum clearance disks
  • Data structure generalized VD clearance
    additional info

Corridor map
Corridor
4
The CMM Construction phase
  • Computing the GVD
  • Draw distance mesh for each obstacle with GPU
  • Parallel projection of meshes
  • Trace boundaries
  • Prune the graph
  • Re-sampling
  • Increases efficiency
  • Adding data
  • Identify connected components
  • For each corridor, store maximum clearance a
    character can have

5
Experiments Construction phase
McKenna MOUT environment
Footprint and Corridor Map 0.05s
6
Experiments Construction phase
City environment
Footprint and Corridor Map 0.64s
7
The CMM Query phase
  • Extract corridor for start and goal ? global
    route
  • Character follows attraction point ? local route
  • Runs along backbone path toward goal
  • Used to define a force function, applied to
    character
  • Obtain path
  • Integration over time, update velocity/position/at
    traction point
  • Yields a smooth (C1-continuous) path
  • Other behavior locally adjust path by adding
    forces

Query points
Corridorbackbone
Path
8
The CMM Query phase
  • For start/goal, find closest disk enclosing the
    character
  • kd-tree
  • Find the shortest backbone path
  • Dijkstra versus A
  • Compute the corridor
  • Compute the path
  • Verlet integration

Corridorbackbone
Path
Query points
9
Experiments Query phase
McKenna MOUT environment
Corridor and path 0.2ms (average)
10
Experiments Query phase
City environment
Corridor and path 1.2ms (average)
11
Crowd Simulation
  • Goal oriented behavior
  • Each character has its own long term goal
  • A start and goal fixes a corridor
  • When a character has reached its goal, a new goal
    will be chosen
  • Obstacle avoidance
  • Helbing and Molnars social force model
  • Efficient nearest neighbor computations
  • 2D grid storing the characters

12
Crowd Simulation Experiments
  • Performance (1 cpu)

13
Crowd Simulation
  • Example

14
Conclusions
  • The Corridor Map Method is fast
  • 10,000 characters can be simulated in real-time
  • The Corridor Map Method is flexible
  • Collision avoidance
  • Crowds
  • The Corridor Map Method produces natural paths
  • Smooth
  • Short
  • Keeps some distance to obstacles
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