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Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Identifier8JMKD3MGPBW34M/3JMNS7B
Repositorysid.inpe.br/sibgrapi/2015/06.19.20.48
Last Update2015:06.19.20.48.45 (UTC) iago.berndt@inf.ufrgs.br
Metadatasid.inpe.br/sibgrapi/2015/06.19.20.48.45
Metadata Last Update2020:02.19.02.14.03 (UTC) administrator
Citation KeyBerndtTorcMaci:2015:ReLoUn
TitleReal-Time Local Unfolding for Agents Navigation on Arbitrary Surfaces
FormatOn-line
Year2015
Access Date2021, Dec. 03
Number of Files1
Size6539 KiB
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Author1 Berndt, Iago Uilian
2 Torchelsen, Rafael Piccin
3 Maciel, Anderson
Affiliation1 Federal University of Rio Grande do Sul
2 Federal University of Pelotas
3 Federal University of Rio Grande do Sul
EditorPapa, Joćo Paulo
Sander, Pedro Vieira
Marroquim, Ricardo Guerra
Farrell, Ryan
e-Mail Addressiago.berndt@inf.ufrgs.br
Conference NameConference on Graphics, Patterns and Images, 28 (SIBGRAPI)
Conference LocationSalvador
DateAug. 26-29, 2015
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Book TitleProceedings
Tertiary TypeFull Paper
History (UTC)2015-06-19 20:48:45 :: iago.berndt@inf.ufrgs.br -> administrator ::
2020-02-19 02:14:03 :: administrator -> :: 2015
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Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Content TypeExternal Contribution
Keywordspath planning
agents
computer graphics
AbstractAgents path planning is an essential part of games and crowd simulations. In those contexts they are usually restricted to planar surfaces due to the huge computational cost of mapping arbitrary surfaces to a plane without distortions. Mapping is required to benefit from the lower computational cost of distance calculations on a plane (Euclidean distance) when compared to distances on arbitrary surfaces (Geodesic distance). Although solutions have been presented, none have properly handled non-planar surfaces around the agent. In this paper we present mesh parametrization techniques to unfold the region around the agent allowing to extend to arbitrary surfaces the use of existing path planning algorithms initially designed only for planar surfaces. To mitigate the high computational cost of unfolding the entire surface dynamically, we propose pre-processing stages and massive parallelization, resulting in performances similar to that of using a planar surface. We also present a GPU implementation schema that permits a solution to be computed in real-time allowing agents to navigate on deformable surfaces that require dynamic unfolding of the surface. We present results with over 100k agents to prove the approach practicality.
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data URLhttp://urlib.net/ibi/8JMKD3MGPBW34M/3JMNS7B
zipped data URLhttp://urlib.net/zip/8JMKD3MGPBW34M/3JMNS7B
Languageen
Target FilePID3771737.pdf
User Groupiago.berndt@inf.ufrgs.br
Visibilityshown
Update Permissionnot transferred
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Mirror Repositorysid.inpe.br/banon/2001/03.30.15.38.24
Next Higher Units8JMKD3MGPBW34M/3K24PF8
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
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