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Full-body behavioral path planning in cluttered environments

Published:10 October 2016Publication History

ABSTRACT

Character navigation in virtual environments is traditionally approached by first planning a path in the free portion of the environment and then employing steering behaviors that reactively adapt to constraints encountered during path following. Unfortunately a shortcoming of this approach is that the path planning stage does not take into account locomotion behavior choices and trade-offs during the path computation. We propose an approach for incorporating the behavioral capabilities of the character in the path planning stage. The produced paths address trade-offs related to path length and navigation behavior for handling narrow passages. The proposed behavioral path planner uses a combination of clearance-based path planning and character geometry collision detection with the 3D environment in order to achieve results suitable for interactive navigation in cluttered environments. The resulted paths address the natural behavior of preferring paths with enough clearance for regular walking when possible, while also considering shorter paths which need a combination of collision avoidance and lateral steps to be executed.

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      • Published in

        cover image ACM Conferences
        MIG '16: Proceedings of the 9th International Conference on Motion in Games
        October 2016
        202 pages
        ISBN:9781450345927
        DOI:10.1145/2994258

        Copyright © 2016 ACM

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        New York, NY, United States

        Publication History

        • Published: 10 October 2016

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