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)
Path planning plays an important role in many computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, and re-active approaches. In this paper we describe a new approach, based on a technique from robotics, that computes a roadmap of smooth, collision-free, high-quality paths. This roadmap can(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)
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)
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)
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)
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)