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Pathfinding in hierarchical representation of large realistic virtual terrains for simulation systems

机译:用于仿真系统大型现实虚拟地形的分层表示的路径

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A prominent pathfinding challenge is the fast computation of path plans in large virtual terrain environments used in simulation systems. Based on a hierarchical approach for pathfinding and terrain representation, this work details the design, the implementation and the test of a quadtree-based structure in the irregular grid navigation map representation of large realistic virtual terrain environments. To achieve this goal, it is described how a hierarchical global A* pathfinding algorithm searches for a path in a coarse initial irregular grid structure then proceeding with the search in refined regions of interest where obstacles are found. Thus, the proposed solution presents as major contribution the enhanced quadtree-based map representation for pathfinding in large virtual terrains. The pathfinding response time of this solution is statistically compared with different hierarchicalon-hierarchical and regular/irregular terrain representation structures instantiated in the modeling of "small" realistic terrain scenarios. After these experiments, similar ones are developed in a massive (large) virtual terrain inserted into a real-life simulation system for the development of military tactical training exercises. The results show that the response time required to generate pathfinding results can be reduced when the proposed global pathfinding technique over the quadtree-based hierarchical and irregular navigation map representation of the large virtual terrain is explored in the development of simulation systems. (C) 2019 Elsevier Ltd. All rights reserved.
机译:突出的路径挑战是在仿真系统中使用的大型虚拟地形环境中的路径计划的快速计算。基于用于Pathfinding和地形表示的分层方法,本工作详细介绍了在大型现实虚拟地形环境的不规则网格导航地图表示中基于四足结构的设计,实现和测试。为了实现这一目标,描述了分层全局A * Pathfinding算法如何在粗略初始不规则网格结构中搜索路径,然后在找到发现障碍物的精细区域中的搜索中进行搜索。因此,所提出的解决方案作为大型虚拟地形中的基于增强的基于四轮节的地图表示的主要贡献。该解决方案的路径响应时间与在“小”现实地形情景的建模中实例化的不同层次/非分层和常规/不规则地形表示结构进行统计。在这些实验之后,类似的实验是在庞大的(大)虚拟地形中的开发,插入现实寿命仿真系统,以发展军事战术训练练习。结果表明,在仿真系统的发展中探讨了在仿真系统的Quadtree的基于分层和不规则导航地图表示中提出的全局路径和不规则导航地图表示时,可以减少生成路径突出结果所需的响应时间。 (c)2019 Elsevier Ltd.保留所有权利。

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