An introduction to solid modeling
An introduction to solid modeling
New methods for computing visibility graphs
SCG '88 Proceedings of the fourth annual symposium on Computational geometry
Shortest paths among obstacles in the plane
SCG '93 Proceedings of the ninth annual symposium on Computational geometry
Shortest paths in the plane with polygonal obstacles
Journal of the ACM (JACM)
Computing minimum length paths of a given homotopy class
Computational Geometry: Theory and Applications
Primitives for the manipulation of general subdivisions and the computation of Voronoi
ACM Transactions on Graphics (TOG)
An Optimal Algorithm for Euclidean Shortest Paths in the Plane
SIAM Journal on Computing
Fast computation of generalized Voronoi diagrams using graphics hardware
Proceedings of the sixteenth annual symposium on Computational geometry
An algorithm for planning collision-free paths among polyhedral obstacles
Communications of the ACM
Star-vertices: a compact representation for planar meshes with adjacency information
Journal of Graphics Tools
Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator
FCRC '96/WACG '96 Selected papers from the Workshop on Applied Computational Geormetry, Towards Geometric Engineering
The visibility--voronoi complex and its applications
SCG '05 Proceedings of the twenty-first annual symposium on Computational geometry
Computer Animation and Virtual Worlds
Computing two-dimensional Delaunay triangulation using graphics hardware
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Computational Geometry: Algorithms and Applications
Computational Geometry: Algorithms and Applications
Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs
IEEE Transactions on Visualization and Computer Graphics
Interactive Navigation of Heterogeneous Agents Using Adaptive Roadmaps
IEEE Transactions on Visualization and Computer Graphics
Efficient triangulation-based pathfinding
AAAI'06 Proceedings of the 21st national conference on Artificial intelligence - Volume 1
Hierarchical path planning for situated agents in informed virtual geographic environments
Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques
Shortest paths with arbitrary clearance from navigation meshes
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Automatic generation of suboptimal navmeshes
MIG'11 Proceedings of the 4th international conference on Motion in Games
From geometry to spatial reasoning: automatic structuring of 3d virtual environments
MIG'11 Proceedings of the 4th international conference on Motion in Games
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Navigation meshes are commonly employed as a practical representation for path planning and other navigation queries in animated virtual environments and computer games. This paper explores the use of triangulations as a navigation mesh, and discusses several useful triangulation-based algorithms and operations: environment modeling and validity, automatic agent placement, tracking moving obstacles, ray-obstacle intersection queries, path planning with arbitrary clearance, determination of corridors, etc. While several of the addressed queries and operations can be applied to generic triangular meshes, the efficient computation of paths with arbitrary clearance requires a new type of triangular mesh, called a Local Clearance Triangulation, which enables the efficient and correct determination if a disc of arbitrary size can pass through any narrow passages of the mesh. This paper shows that triangular meshes can support the efficient computation of several navigation procedures and an implementation of the presented methods is available.