Pathfinding in 3d Space
Pathfinding in 3d Space
3D Space
CHIA-MAN HUNG & RUOQI HE
Outline
Introduction
I. State of the art
II. Algorithms
III. Implementation in 3D space
IV. Results
Conclusion
Introduction
2D - exact
Visibility graph
Anya (2D grid)
2D - approximate
Waypoints
Navigation mesh + tunnel
Family of Theta*
Non-optimality
3D surface - exact
Windows (Fast exact and approximate geodesics on meshes 2005
Surazhsky)
3D surface - approximate
Heat (Geodesics in heat 2013 Crane)
Fast-marching (1996 Sethian)
II. Algorithms
World representation
Tetrahedralization
Convex decomposition
Grid
Octree
II. Algorithms
A* (1968 Hart)
h admissible if
no over-estimation and
h(y) <= h(x) + d(x, y)
II. Algorithms
Octree construction
Triangle-cube intersection
Progressive octree
Graph construction
Line of sight
Fast
Robust
III. Implementation
Multisource
Reuse information
III. Implementation - Extension
Red: A*
Green: Theta*
Blue: Lazy Theta*
IV. Results
Red: A*
Green: Theta*
Blue: Lazy Theta*
IV. Results
Red: A*
Green: Theta*
Blue: Lazy Theta*
Non-optimality of Theta*
Demo !
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Conclusion