Flexible Path Planning Using Corridor Maps
ESA '08 Proceedings of the 16th annual European symposium on Algorithms
Indicative routes for path planning and crowd simulation
Proceedings of the 4th International Conference on Foundations of Digital Games
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
A Predictive Collision Avoidance Model for Pedestrian Simulation
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Path Abstraction for Combined Navigation and Animation
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Camera Planning in Virtual Environments Using the Corridor Map Method
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Simulating the local behaviour of small pedestrian groups
Proceedings of the 17th 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
Navigation queries from triangular meshes
MIG'10 Proceedings of the Third international conference on Motion in games
Knowledge-based probability maps for covert pathfinding
MIG'10 Proceedings of the Third international conference on Motion in games
A Connectivity-Based Method for Enhancing Sampling in Probabilistic Roadmap Planners
Journal of Intelligent and Robotic Systems
Hybrid path planning for massive crowd simulation on the GPU
MIG'11 Proceedings of the 4th international conference on Motion in Games
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In many virtual environment applications, paths have to be planned for characters to traverse from a start to a goal position in the virtual world while avoiding obstacles. Contemporary applications require a path planner that is fast (to ensure real-time interaction with the environment) and flexible (to avoid local hazards such as small and dynamic obstacles). In addition, paths need to be smooth and short to ensure natural looking motions. Current path planning techniques do not obey these criteria simultaneously. For example, A* approaches generate unnatural looking paths, potential field-based methods are too slow, and sampling-based path planning techniques are inflexible. We propose a new technique, the Corridor Map Method (CMM), which satisfies all the criteria. In an off-line construction phase, the CMM creates a system of collision-free corridors for the static obstacles in an environment. In the query phase, paths can be planned inside the corridors for different types of characters while avoiding dynamic obstacles. Experiments show that high-quality paths for single characters or groups of characters can be obtained in real-time. Copyright © 2007 John Wiley & Sons, Ltd.