Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Autonomous behaviors for interactive vehicle animations
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion in Games
Watch Out! A Framework for Evaluating Steering Behaviors
Motion in Games
An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
A modular framework for adaptive agent-based steering
I3D '11 Symposium on Interactive 3D Graphics and Games
Long term real trajectory reuse through region goal satisfaction
MIG'11 Proceedings of the 4th international conference on Motion in Games
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This paper extends the funnelling behavior to offer a low-cost flexible guidance of mobile entities towards a circular region goal with the guarantee of enforcing an orientation within a predefined tolerance interval. The key requirements are the same as the funnelling control, i.e. a low and constant cost update of the control even when the goal parameters change (distance and relative orientation of the goal, position tolerance radius, orientation tolerance interval, desired speed). The smoothness and the optimality of the resulting trajectory being of high importance the paper qualitatively compares the trajectories produced by both funnelling algorithms. The new relaxed approach appears to produce smoother and shorter path for path made of a succession of large region goals. These qualities and its low cost advocate for its exploitation for moving through large dynamically changing regions without precise a priori planning.