Goal-Directed Navigation for Animated Characters Using Real-Time Path Planning and Control
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
Efficient multi-agent path planning
Proceedings of the Eurographic workshop on Computer animation and simulation
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time navigation of independent agents using adaptive roadmaps
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Shortest paths with arbitrary clearance from navigation meshes
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Way portals: efficient multi-agent navigation with line-segment goals
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Automatic generation of suboptimal navmeshes
MIG'11 Proceedings of the 4th international conference on Motion in Games
Roadmap-Based level clearing of buildings
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
A navigation mesh for dynamic environments
Computer Animation and Virtual Worlds
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In this paper we introduce a novel automatic method for generating near optimal navigation meshes from a 3D multi-layered virtual environment. Firstly, a GPU voxelization of the entire scene is calculated in order to identify and extract the different walkable layers. Secondly, a high resolution render is performed with a fragment shader to obtain the 2D floor plan of each layer. Finally, a convex decomposition of each layer is calculated and layers are linked in order to create a Navigation Mesh of the scene. Results show that our method is not only faster than the previous work, but also creates more accurate NavMeshes since it respects the original shape of the static geometry. It also provides a significantly lower number of cells and avoids ill-conditioned cells and T-Joints between portals that could lead to unnatural character navigation.