Fast exact and approximate geodesics on meshes
ACM SIGGRAPH 2005 Papers
Mesh parameterization methods and their applications
Foundations and Trends® in Computer Graphics and Vision
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Computing geodesics on triangular meshes
Computers and Graphics
A parallel fipa architecture based on GPU for games and real time simulations
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Automated 3d-motion planning for ramps and stairs in intra-logistics material flow simulations
Proceedings of the Winter Simulation Conference
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Path planning is an active topic in the literature, and efficient navigation over non-planar surfaces is an open research question. In this work we present a novel technique for navigation of multiple agents over arbitrary triangular domains. The proposed solution uses a fast hierarchical computation of geodesic distances over triangular meshes to allow interactive frame rates, and a GPU-based collision avoidance technique to guide individual agents. Unlike most previous work, the method imposes no limitations on the surface over which the agents are moving, and can naturally deal with non-planar meshes of arbitrary genus and curvature. Moreover, the implementation is a hybrid CPU/GPU algorithm that explores the current trend of increasing the number of CPU cores and GPU programmability. This approach exploits the best qualities in each processor, thus achieving very high performance.