Geometric And Discrete Path Planning For Interactive Virtual Worlds

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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.
Simulating Heterogeneous Crowds with Interactive Behaviors

Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate
Geometric Continuity of Curves and Surfaces

This book is written for students, CAD system users and software developers who are interested in geometric continuity—a notion needed in everyday practice of Computer-Aided Design and also a hot subject of research. It contains a description of the classical geometric spline curves and a solid theoretical basis for various constructions of smooth surfaces. Textbooks on computer graphics usually cover the most basic and necessary information about spline curves and surfaces in order to explain simple algorithms. In textbooks on geometric design, one can find more details, more algorithms and more theory. This book teaches how various parts of the theory can be gathered together and turned into constructions of smooth curves and smooth surfaces of arbitrary topology. The mathematical background needed to understand this book is similar to what is necessary to read other textbooks on geometric design; most of it is basic linear algebra and analysis. More advanced mathematical material is introduced using elementary explanations. Reading Geometric Continuity of Curves and Surfaces provides an excellent opportunity to recall and exercise necessary mathematical notions and it may be your next step towards better practice and higher understanding of design principles.