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dc.contributor.authorKallmann, Marceloen_US
dc.contributor.editorMZoran Popovic and Miguel Otaduyen_US
dc.date.accessioned2014-01-29T07:51:30Z
dc.date.available2014-01-29T07:51:30Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905674-27-9en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA10/159-168en_US
dc.description.abstractThis paper addresses the problem of efficiently computing optimal paths of arbitrary clearance from a polygonal representation of a given virtual environment. Key to the proposed method is a new type of triangulated navigation mesh, called a Local Clearance Triangulation, which enables the efficient and correct determination if a disc of arbitrary size can pass through any narrow passages of the mesh. The proposed approach uniquely balances speed of computation and optimality of paths by first computing high-quality locally shortest paths efficiently in optimal time. Only in case global optimality is needed, an extended search will gradually improve the current path (if not already the global optimal) until the globally shortest one is determined. The presented method represents the first solution correctly extracting shortest paths of arbitrary clearance directly from a triangulated environment.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animationen_US
dc.titleShortest Paths with Arbitrary Clearance from Navigation Meshesen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US


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