Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Artificial intelligence: a modern approach
Artificial intelligence: a modern approach
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Robot Motion Planning
Game Programming Gems
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Retraction: A new approach to motion-planning
STOC '83 Proceedings of the fifteenth annual ACM symposium on Theory of computing
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Better group behaviors in complex environments using global roadmaps
ICAL 2003 Proceedings of the eighth international conference on Artificial life
The visibility--voronoi complex and its applications
SCG '05 Proceedings of the twenty-first annual symposium on Computational geometry
ACM SIGGRAPH 2006 Papers
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Planning Algorithms
Computer Animation and Virtual Worlds
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Graphical Models
Adding variation to path planning
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Improving crowd behaviour for games and virtual worlds
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Real-time control of individual agents for crowd simulation
Multimedia Tools and Applications
Hybrid path planning for massive crowd simulation on the GPU
MIG'11 Proceedings of the 4th international conference on Motion in Games
Real-time density-based crowd simulation
Computer Animation and Virtual Worlds
About the PD crowd simulation framework
Proceedings of the Winter Simulation Conference
About the PD crowd simulation framework
Proceedings of the Winter Simulation Conference
A semantic data model for indoor navigation
Proceedings of the Fourth ACM SIGSPATIAL International Workshop on Indoor Spatial Awareness
Using Virtual Worlds to Facilitate the Exploration of Ancient Landscapes
International Journal of Swarm Intelligence Research
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An important challenge in virtual environment applications is to steer virtual characters through complex and dynamic worlds. The characters should be able to plan their paths and move toward their desired locations, avoiding at the same time collisions with the environment and with other moving entities. In this paper we propose a general method for realistic path planning, the Indicative Route Method (irm). In the irm, a so-called indicative route determines a global route for the character, whereas a corridor around this route is used to handle a broad range of other path planning issues, such as avoiding characters and computing smooth paths. As we will show, our method can be used for real-time navigation of many moving characters in complicated environments. It is fast, flexible and generates believable paths.