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020 _a9783031025884
_9978-3-031-02588-4
024 7 _a10.1007/978-3-031-02588-4
_2doi
050 4 _aQA1-939
072 7 _aPB
_2bicssc
072 7 _aMAT000000
_2bisacsh
072 7 _aPB
_2thema
082 0 4 _a510
_223
100 1 _aKallmann, Marcelo.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_981546
245 1 0 _aGeometric and Discrete Path Planning for Interactive Virtual Worlds
_h[electronic resource] /
_cby Marcelo Kallmann, Mubbasir Kapadia.
250 _a1st ed. 2016.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2016.
300 _aXIX, 181 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSynthesis Lectures on Visual Computing: Computer Graphics, Animation, Computational Photography and Imaging,
_x2469-4223
505 0 _aPreface -- Acknowledgments -- Basic Approaches for World Representation -- Discrete Search Algorithms -- Euclidean Shortest Paths -- Navigation Meshes and Geometric Structures with Clearance -- Extending Basic Search Techniques -- Constraint-Aware Navigation -- Anytime Dynamic Search on the GPU -- Dynamic Planning of Footstep Trajectories for Crowd Simulation -- Planning using Multiple Domains of Control -- Motion Planning for Character Motion Synthesis -- Epilogue -- Bibliography -- Authors' Biographies .
520 _aPath planning and navigation are indispensable components for controlling autonomous agents in interactive virtual worlds. Given the growing demands on the size and complexity of modern virtual worlds, a number of new techniques have been developed for achieving intelligent navigation for the next generation of interactive multi-agent simulations. This book reviews the evolution of several related techniques, starting from classical planning and computational geometry techniques and then gradually moving toward more advanced topics with focus on recent developments from the work of the authors. The covered topics range from discrete search and geometric representations to planning under different types of constraints and harnessing the power of graphics hardware in order to address Euclidean shortest paths and discrete search for multiple agents under limited time budgets. The use of planning algorithms beyond path planning is also discussed in the areas of crowd animation and whole-body motion planning for virtual characters.
650 0 _aMathematics.
_911584
650 0 _aImage processing
_xDigital techniques.
_94145
650 0 _aComputer vision.
_981547
650 1 4 _aMathematics.
_911584
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
_931569
700 1 _aKapadia, Mubbasir.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_981548
710 2 _aSpringerLink (Online service)
_981549
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031014604
776 0 8 _iPrinted edition:
_z9783031037160
830 0 _aSynthesis Lectures on Visual Computing: Computer Graphics, Animation, Computational Photography and Imaging,
_x2469-4223
_981550
856 4 0 _uhttps://doi.org/10.1007/978-3-031-02588-4
912 _aZDB-2-SXSC
942 _cEBK
999 _c85195
_d85195