chhhhaaaaaannnggggees von Toni F.

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toni
2016-02-17 17:44:35 +01:00
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@@ -69,7 +69,7 @@ We introduce a similar approach for square-shaped grids.
All this allows a wide range of possibilities for modelling the pedestrian's movement, while only sampling valid locations.
In virtual environments like video games and simulations, the human motion is often modelled using graphs and path finding techniques.
Here, the goal is not only to provide a shortest path, but also the least-cost path, most natural path or least-dangerous path.
For example, \cite{Bandi2000} uses an A* algorithm to search a 3D gridded environment for the shortest path to a goal.
For example, \cite{Bandi2000} uses an A*-algorithm to search a 3D gridded environment for the shortest path to a goal.
An additional smoothing procedure is performed to make the path more natural.
They are considering foot span, body dimensions and obstacle dimensions when determining whether an obstacle is surmountable.
However, many of this information is difficult to ascertain in real-time or imply additional effort in real-world environments.