chhhhaaaaaannnggggees von Toni F.
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@@ -69,7 +69,7 @@ We introduce a similar approach for square-shaped grids.
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All this allows a wide range of possibilities for modelling the pedestrian's movement, while only sampling valid locations.
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In virtual environments like video games and simulations, the human motion is often modelled using graphs and path finding techniques.
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Here, the goal is not only to provide a shortest path, but also the least-cost path, most natural path or least-dangerous path.
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For example, \cite{Bandi2000} uses an A* algorithm to search a 3D gridded environment for the shortest path to a goal.
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For example, \cite{Bandi2000} uses an A*-algorithm to search a 3D gridded environment for the shortest path to a goal.
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An additional smoothing procedure is performed to make the path more natural.
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They are considering foot span, body dimensions and obstacle dimensions when determining whether an obstacle is surmountable.
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However, many of this information is difficult to ascertain in real-time or imply additional effort in real-world environments.
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