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@@ -6,7 +6,7 @@
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\begin{subfigure}{0.325\textwidth}
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\centering
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\includegraphics[width=5.1cm]{gfx/transition/museumMap.pdf}
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\caption{3D Floorplan}
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\caption{3D Floor plan}
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\label{fig:museumMap}
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\end{subfigure}
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\begin{subfigure}{0.325\textwidth}
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@@ -22,7 +22,7 @@
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\label{fig:museumMapMesh}
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\end{subfigure}
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\caption{
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Floorplan and automatically generated transition data structures for the ground floor of the historic building (\SI{71}{\meter}~x~\SI{53}{\meter}).
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Floor plan and automatically generated transition data structures for the ground floor of the historic building (\SI{71}{\meter}~x~\SI{53}{\meter}).
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\add{
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To reach every nook and cranny, the generated graph (b) requires many nodes and edges.
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The depicted version uses a coarse node-spacing of \SI{90}{\centi\meter} (1700 nodes) but barely reaches all doors and stairs.
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@@ -33,9 +33,9 @@
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\end{figure}
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Within previous works, we used a graph of equidistant nodes (see \reffig{fig:museumMapGrid})
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to model the building's floorplan, representing the basis for the transition step \cite{Ebner-15, Ebner-16}.
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to model the building's floor plan, representing the basis for the transition step \cite{Ebner-15, Ebner-16}.
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\add{
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It is created \emph{automatically}, based on the building's floorplan,
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It is created \emph{automatically}, based on the building's floor plan,
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which, in turn, results from \emph{manually} tracing available blueprint pictures within our editing software.
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}
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% in 15 und 16 haben wir stueckweise den graph eingefuhert
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@@ -49,9 +49,9 @@
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As cells are equidistant and axis aligned for performance reasons,
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the algorithm works reasonably well for rectangular buildings,
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matching the graph's coordinate system.
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For skewed floorplans, however, many periphery cells will intersect
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For skewed floor plans, however, many periphery cells will intersect
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with walls and are thus omitted, reducing the quality of the representation.
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While smaller cells thus allow for a more accurate representation of the building,
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While smaller cells allow for a more accurate representation of the building,
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more cells are needed in total, increasing memory requirements for the smartphone.
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}
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After placement, each cell is connected with their, up to 8, potential
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@@ -60,8 +60,8 @@
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Those connections are only added, if the neighbor is actually available,
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and the connection itself does not intersect any obstacles.
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}
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Doing so creates a walkable graph \add{of nodes and edges} for each floor.
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The graphs for each floor are hereafter connected via stairs or elevators,
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Doing so creates a walkable graph \add{consisting of nodes and edges} for each floor.
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These graphs are hereafter connected via stairs or elevators,
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to form the final, walkable data structure for the whole building.
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This allows for (semi-)random walks along the graph, \add{modeling potential pedestrian movements}.
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\add{
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@@ -88,7 +88,7 @@
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model \add{depending on the spacing},
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we developed a new basis for the transition step, that is still able to answer
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$p(\mStateVec_{t} \mid \mStateVec_{t-1}, \mObsVec_{t-1})$,
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\add{but has a much smaller memory footprint while representing the real floorplan
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\add{but has a much smaller memory footprint while representing the real floor plan
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more accurately.}
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%
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The new foundation is provided by well-known navigation meshes \cite{navMesh1},
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@@ -103,10 +103,10 @@
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is presented by shared outline edges between adjacent polygons.
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It thus is always possible to walk from one polygon into another,
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if they are adjacent.
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Similar to the graph-based approach, adjacent polygons thus
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Similar to the graph-based approach, adjacent polygons
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denote some sort of walkable surface.
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Just as before, the navigation mesh can be \emph{automatically}
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generated from the building's floorplan, based on
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generated from the building's floor plan, based on
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various algorithms \cite{navMeshAlg1}.
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}
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Using variably shaped/sized elements instead of rigid grid-cells
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@@ -182,7 +182,7 @@
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Whether the newly obtained destination $(x_t, y_t)^T$ is actually reachable from the start $(x_{t-1}, y_{t-1})^T$ can be determined
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by checking if there is a way from the starting triangle towards some other, nearby triangle that contains these coordinates.
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If so, the discarded $z$-component $z_t$ is determined using the barycentric coordinates of $(x_t, y_t)^T$
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within a 2D projection of the triangle the position belongs to, and applying them to the original 3D triangle.
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within a 2D projection of the triangle which the position belongs to, and applying them to the original 3D triangle.
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This can be though of walking along a 2D floor, and determining the floor's altitude for the 2D destination.
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}
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\add{
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