Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Shadow volume BSP trees for computation of shadows in dynamic scenes
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Fuzzy sets, fuzzy logic, and fuzzy systems: selected papers by Lotfi A. Zadeh
Fuzzy sets, fuzzy logic, and fuzzy systems: selected papers by Lotfi A. Zadeh
Fuzzy sets, fuzzy logic, and fuzzy systems
The quickhull algorithm for convex hulls
ACM Transactions on Mathematical Software (TOMS)
A new Voronoi-based surface reconstruction algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Multidimensional binary search trees used for associative searching
Communications of the ACM
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Curve-Skeleton Properties, Applications, and Algorithms
IEEE Transactions on Visualization and Computer Graphics
Voronoi diagram in optimal path planning
ISVD '07 Proceedings of the 4th International Symposium on Voronoi Diagrams in Science and Engineering
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We describe a framework for providing game agents with awareness of the intrinsic spatial qualities of the virtual worlds that they inhabit. We develop a novel data structure based on a modified medial axis, which establishes a mapping between the medial axis and world structures. This data structure can be used to perform queries about the width, curvature and connectivity of a space within a virtual world. Additional information, such as sampled visibility can also be integrated with this framework. An agent-based crowd simulation is adapted to make use of the sensory information provided by this data structure and the success of using this information within two game scenarios is evaluated.