Figure 1: Virtual characters controlled by the BVP Planner in a virtual environment. Many games are populated by synthetic humanoid actors that act as autonomous agents. The animation of humanoids in real-time applications is yet a challenge if the problem involves attaining a precise location in a virtual world (path-planning), and moving re-alistically according to its own personality, intentions and mood (motion planning). In this paper we present a strategy to imple-ment – using CUDA on GPU – a path planner that produces natural steering behaviors for virtual humans using a numerical solution for boundary value problems. The planner is based on the poten-tial field formalism that allows synthetic actors to move negotiat-ing space, avoid...
The aim of the project presented here is to develop a conceptual architecture for task solving in no...
[Received; accepted] Enabling a digital actor to move autonomously in a virtual environment is a cha...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
Virtual worlds, to become more lively and appealing, are typically populated by large crowds of virt...
In modern day games, it is often desirable to have many agents navigating intelligently through deta...
Autonomous virtual humans must be able to solve problems in their virtual environment. Starting from...
This paper presents a method for animating human characters, especially dedicated to walk planning p...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
In this work, we propose a new solution to agent navigation based upon boundary value problems (BVP)...
AbstractIn this work, we describe a simple and powerful method to implement real-time multi-agent pa...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm...
With the rise and success of digital games over the past few decades, path planning algorithms have ...
Motion planning, or enabling agents to navigate around a virtual environment autonomously, is an ess...
This paper presents an approach to automatically compute animations for virtual (human-like and robo...
The aim of the project presented here is to develop a conceptual architecture for task solving in no...
[Received; accepted] Enabling a digital actor to move autonomously in a virtual environment is a cha...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...
Virtual worlds, to become more lively and appealing, are typically populated by large crowds of virt...
In modern day games, it is often desirable to have many agents navigating intelligently through deta...
Autonomous virtual humans must be able to solve problems in their virtual environment. Starting from...
This paper presents a method for animating human characters, especially dedicated to walk planning p...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
In this work, we propose a new solution to agent navigation based upon boundary value problems (BVP)...
AbstractIn this work, we describe a simple and powerful method to implement real-time multi-agent pa...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
This chapter presents a GPU path planning algorithm that is derived from the sequential A* algorithm...
With the rise and success of digital games over the past few decades, path planning algorithms have ...
Motion planning, or enabling agents to navigate around a virtual environment autonomously, is an ess...
This paper presents an approach to automatically compute animations for virtual (human-like and robo...
The aim of the project presented here is to develop a conceptual architecture for task solving in no...
[Received; accepted] Enabling a digital actor to move autonomously in a virtual environment is a cha...
This work reports the results of a GPU-based approach for the massive simulation of a dis- tributed...