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ANAVMG: Automatic generation of suboptimal Navmeshes for 3D virtual environments
dc.contributor | Pelechano Gómez, Núria |
dc.contributor.author | Oliva Martínez, Ramon |
dc.contributor.other | Universitat Politècnica de Catalunya. Departament de Llenguatges i Sistemes Informàtics |
dc.date.accessioned | 2012-11-08T14:35:30Z |
dc.date.available | 2012-11-08T14:35:30Z |
dc.date.issued | 2012-09-05 |
dc.identifier.uri | http://hdl.handle.net/2099.1/16508 |
dc.description | A popular solution to solve the problem of navigation in a complex scene, consists of subdividing the scene into convex regions (cells) forming what is commonly known as a Navigation Mesh (NavMesh). A Cell-and-Portal Graph (CPG) is then created where a node of the graph corresponds to a convex region of the NavMesh and a portal is an edge shared by two cells. Path-finding can then be solved using an algorithm such as A*. Although NavMeshes are widely used on complex applications such as videogames and virtual simulations, there are not many applications to automatically generate a NavMesh appropriate for path planning, so often either the user need to refine those semi-automatic NavMeshes, or create them by hand from scratch which is extremely time consuming and a source of errors. There is therefore a need for automatic methods to generate Cell-and-Portal Graphs for navigation, from any given 3D environment with minimum user input required. This thesis focuses on solving such a complex problem. The work presented in this master thesis gets as an input any 3D virtual environment represented by a polygon soup, and provides as an output the complete CPG. The main contribution of this thesis is a novel GPU based method to generate a NavMesh for a given 3D scene. Our method has two main steps: firstly it abstracts away the information of the 3D model that represents the scene (with its slopes, steps and other obstacles) to automatically convert it into a 2D representation based on several layers of a single simple polygon (floor) that can contain holes (obstacles). Secondly, it automatically generates a suboptimal convex decomposition of this 2D representation which represents the CPG. Our method is robust against degeneracies of the starting 3D model, such as interpenetrating geometry. |
dc.language.iso | eng |
dc.publisher | Universitat Politècnica de Catalunya |
dc.rights | Attribution-NonCommercial-NoDerivs 3.0 Spain |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/es/ |
dc.subject | Àrees temàtiques de la UPC::Informàtica::Infografia |
dc.subject.lcsh | Computer graphics |
dc.subject.lcsh | Three-dimensional imaging |
dc.subject.lcsh | Visualització (Informàtica) |
dc.title | ANAVMG: Automatic generation of suboptimal Navmeshes for 3D virtual environments |
dc.type | Master thesis |
dc.subject.lemac | Infografia |
dc.subject.lemac | Imatges tridimensionals |
dc.subject.lemac | Information display systems |
dc.rights.access | Open Access |
dc.audience.educationlevel | Màster |
dc.audience.mediator | Facultat d'Informàtica de Barcelona |
dc.audience.degree | MÀSTER UNIVERSITARI EN COMPUTACIÓ (Pla 2006) |