Arno Kamphuis

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Virtual environment are often populated with moving units and the paths for these units should be planned. When multiple units need to exhibit coherent behavior in a cluttered environment, current techniques often fail, i.e. the resulting paths for the units in the group lack the coherence required. In this paper, we propose a novel approach to motion(More)
Motion planning for multiple entities is a challenging problem in today's virtual environments. In this paper we develop an innovative approach to motion planning for groups of entities, where coherence is taken into account. We model the group by a deformable shape. Next, we use the Probabilistic Roadmap Method to plan the (global) motion of the shape. For(More)
Navigation plays an important role in many modern computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, local reactive methods and flocking. In this paper we describe a novel approach, based on a technique originating from robotics, that computes a roadmap of smooth, collision-free(More)
Both path finding and character animation play an important role in virtual environments. In this paper we describe a new approach to plan the path for a single character, taking into account constraints put forth by the availability of the motion capture data. The final path of the character is guaranteed to be valid in the way that the final animation(More)
A central problem in games is planning high-quality paths for characters avoiding obstacles in the environment. Current games require a path planner that is fast (to ensure real-time interaction) and flexible (to avoid local hazards). In addition, a path needs to be natural, meaning that the path is smooth, short, keeps some clearance to obstacles, avoids(More)
BACKGROUND Individuals with Angelman syndrome (AS) seem to have a strong preference for water-related items. Until present, preference assessment in AS has not been reported. METHODS An adapted Dutch version of the Choice Assessment Scale (CAS) was administered by parents and other caregivers to 105 individuals with AS. The CAS was adapted by adding(More)
Path finding has focused primarily on collision free paths that are smooth and short. However, in todays computer games, it is often desired to stay out of sight of enemies and, as a result, close to obstacles. In this paper we propose a method that uses an existing roadmap and produces a set of corridor polygons from which a path is generated. Weights(More)