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Abstract
In many virtual environment applications, paths have to be planned for characters
to traverse from a start to a goal position in the virtual world while avoiding
obstacles. Contemporary applications require a path planner that is fast (to ensure
real-time interaction with the environment) and flexible (to avoid local hazards
such as small and dynamic obstacles). In addition, paths need to be smooth and short
to ensure natural looking motions.
Current path planning techniques do not obey these criteria simultaneously. For
example, A* approaches generate unnatural looking paths, potential field-based methods
are too slow, and sampling-based path planning techniques are inflexible. We propose
a new technique, the Corridor Map Method (CMM), which satisfies all criteria.
In an off-line construction phase, the CMM creates a system of collision-free corridors
for the static obstacles in an environment. In the query phase, paths can be planned
inside the corridors for different types of characters while avoiding dynamic obstacles.
Experiments show that high-quality paths for single characters or groups of characters
can be obtained in real-time.
Reference
Roland Geraerts and Mark H. Overmars. The Corridor Map Method: A general framework
for Real-Time High-Quality Path Planning.
In Computer Animation and Virtual Worlds (CAVW),
18: 107-119, 2007.
Full text: [pdf]
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High-quality corridor map |
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Corridor |
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Path |
Test environments
We used the following two test environments and corresponding roadmaps (click on
a picture to enlarge):
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Environments |
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High-quality roadmaps |
Results
The Corridor Map Method enables the extraction of high-quality paths within
1 ms cpu time per second traversed time of the path.
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Smooth paths |
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Paths avoiding moving obstacles |
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Short paths |
The corridor maps were generated by a new method described here.
The following picture shows another example output of the method. A short path is displayed.
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