Euclidean Shortest Paths

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Euclidean Shortest Paths

Author: Fajie Li
language: en
Publisher: Springer Science & Business Media
Release Date: 2011-11-03
This unique text/reference reviews algorithms for the exact or approximate solution of shortest-path problems, with a specific focus on a class of algorithms called rubberband algorithms. Discussing each concept and algorithm in depth, the book includes mathematical proofs for many of the given statements. Topics and features: provides theoretical and programming exercises at the end of each chapter; presents a thorough introduction to shortest paths in Euclidean geometry, and the class of algorithms called rubberband algorithms; discusses algorithms for calculating exact or approximate ESPs in the plane; examines the shortest paths on 3D surfaces, in simple polyhedrons and in cube-curves; describes the application of rubberband algorithms for solving art gallery problems, including the safari, zookeeper, watchman, and touring polygons route problems; includes lists of symbols and abbreviations, in addition to other appendices.
Visibility Algorithms in the Plane

Author: Subir Kumar Ghosh
language: en
Publisher: Cambridge University Press
Release Date: 2007-03-29
A human observer can effortlessly identify visible portions of geometric objects present in the environment. However, computations of visible portions of objects from a viewpoint involving thousands of objects is a time consuming task even for high speed computers. To solve such visibility problems, efficient algorithms have been designed. This book presents some of these visibility algorithms in two dimensions. Specifically, basic algorithms for point visibility, weak visibility, shortest paths, visibility graphs, link paths and visibility queries are all discussed. Several geometric properties are also established through lemmas and theorems. With over 300 figures and hundreds of exercises, this book is ideal for graduate students and researchers in the field of computational geometry. It will also be useful as a reference for researchers working in algorithms, robotics, computer graphics and geometric graph theory, and some algorithms from the book can be used in a first course in computational geometry.
Geometric and Discrete Path Planning for Interactive Virtual Worlds

Path 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.