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Goal-Directed Navigation for Animated Characters Using Real-Time Path Planning and Control

机译:使用实时路径规划和控制进行动画角色的目标定向导航

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This paper presents a new technique for computing collision-free navigation motions from task-level commands for animated human characters in interactive virtual environments. The algorithm implementation utilizes the hardware rendering pipeline commonly found on graphics accelerator cards to perform fast 2D motion planning. Given a 3D geometric description of an animated character and a level-terrain environment, collision-free navigation paths can be computed between initial and goal locations at interactive rates. Speed is gained by leveraging the graphics hardware to quickly project the obstacle geometry into a 2D bitmap for planning. The bitmap may be searched by any number of standard dynamic programming techniques to produce a final path. Cyclic motion capture data is used along with a simple proportional derivative controller to animate the character as it follows the computed path. The technique has been implemented on an SGI Indigo2 workstation and runs at interactive rates. It allows for real-time modification of the goal locations and obstacle positions for multiple characters in complex environments composed of more than 15,000 triangles.
机译:本文提出了一种新技术,用于在交互式虚拟环境中从任务级命令计算动画人物的无碰撞导航动作。该算法实现利用图形加速卡上常见的硬件渲染管线来执行快速2D运动计划。给定动画人物和水平地形环境的3D几何描述,可以以交互速率计算初始位置和目标位置之间的无碰撞导航路径。通过利用图形硬件将障碍物几何快速投影到2D位图中进行规划,可以提高速度。可以通过许多标准的动态编程技术来搜索位图以产生最终路径。循环运动捕获数据与简单的比例导数控制器一起使用,以使角色沿着计算的路径进行动画处理。该技术已在SGI Indigo2工作站上实现,并以交互速率运行。它允许在由15,000多个三角形组成的复杂环境中实时修改多个角色的目标位置和障碍物位置。

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