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@InProceedings{BerndtTorcMaci:2015:ReLoUn,
               author = "Berndt, Iago Uilian and Torchelsen, Rafael Piccin and Maciel, 
                         Anderson",
          affiliation = "{Federal University of Rio Grande do Sul} and {Federal University 
                         of Pelotas} and {Federal University of Rio Grande do Sul}",
                title = "Real-Time Local Unfolding for Agents Navigation on Arbitrary 
                         Surfaces",
            booktitle = "Proceedings...",
                 year = "2015",
               editor = "Papa, Jo{\~a}o Paulo and Sander, Pedro Vieira and Marroquim, 
                         Ricardo Guerra and Farrell, Ryan",
         organization = "Conference on Graphics, Patterns and Images, 28. (SIBGRAPI)",
            publisher = "IEEE Computer Society",
              address = "Los Alamitos",
             keywords = "path planning, agents, computer graphics.",
             abstract = "Agents 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.",
  conference-location = "Salvador, BA, Brazil",
      conference-year = "26-29 Aug. 2015",
                  doi = "10.1109/SIBGRAPI.2015.44",
                  url = "http://dx.doi.org/10.1109/SIBGRAPI.2015.44",
             language = "en",
                  ibi = "8JMKD3MGPBW34M/3JMNS7B",
                  url = "http://urlib.net/ibi/8JMKD3MGPBW34M/3JMNS7B",
           targetfile = "PID3771737.pdf",
        urlaccessdate = "2024, May 06"
}


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