Computing high-quality paths in weighted regions

N. Jaklin, M. Tibboel, Roland Geraerts
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引用次数: 9

Abstract

The Weighted Region Problem is defined as the problem of finding a cost-optimal path in a weighted planar polygonal subdivision. Searching for paths on a grid representation of the scene is fast and easy to implement. However, grid representations do not capture the exact geometry of the scene. Hence, grid paths can be inaccurate or might not even exist at all. Methods that work on an exact representation of the scene can approximate an optimal path up to an arbitrarily small ε-error. However, these methods are computationally inefficient and thus not well-suited for real-time applications. In this paper, we analyze the quality of optimal paths on a 8-neighbor-grid. We prove that the costs of such a path in a scene with weighted regions can be arbitrarily high in the general case. If all regions are aligned with the grid, we prove that the costs are at most (4+[EQUATION]) times the costs of an optimal path. In addition, we present a new hybrid method called Vertex-based Pruning (VBP). VBP computes paths that are ε-optimal inside a pruned subset of the scene. Experiments show that VBP paths can be computed at interactive rates, and are thus well-suited as an input for advanced path-following strategies in robotics, crowd simulation or gaming applications.
在加权区域中计算高质量路径
加权区域问题被定义为在一个加权平面多边形细分中寻找成本最优路径的问题。在场景的网格表示上搜索路径是快速且容易实现的。然而,网格表示并不能捕捉到场景的精确几何形状。因此,网格路径可能不准确,甚至可能根本不存在。对场景进行精确表示的方法可以近似出一条最优路径,直到任意小的ε-误差。然而,这些方法计算效率低下,因此不适合实时应用。在本文中,我们分析了一个8邻格上最优路径的质量。我们证明了在一般情况下,在带有加权区域的场景中,这种路径的代价可以任意高。如果所有区域都与网格对齐,我们证明了成本最多是最优路径成本的(4+[等式])倍。此外,我们还提出了一种新的基于顶点的剪枝方法(VBP)。VBP计算在场景的修剪子集内的ε-最优路径。实验表明,VBP路径可以以交互速率计算,因此非常适合作为机器人、人群模拟或游戏应用中高级路径跟踪策略的输入。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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