Abstract | ||
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We present in this paper several improvements for computing shortest path maps using OpenGL shaders. The approach explores GPU rasterization as a way to propagate optimal costs on a polygonal 2D environment, producing shortest path maps which can efficiently be queried at run-time. Our improved method relies on Compute Shaders for improved performance, does not require any CPU pre-computation, and handles shortest path maps both with source points and with line segment sources. The produced path maps partition the input environment into regions sharing a same parent point along the shortest path to the closest source point or segment source. Our method produces paths with global optimality, a characteristic which has been mostly neglected in animated virtual environments. The proposed approach is particularly suitable for the animation of multiple agents moving toward the entrances or exits of a virtual environment, a situation which is efficiently represented with the proposed path maps. |
Year | Venue | Field |
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2018 | arXiv: Graphics | Line segment,Computer vision,Polygon,Virtual machine,Shortest path problem,Computer graphics (images),Computer science,Artificial intelligence,Animation,Shader,Partition (number theory),OpenGL |
DocType | Volume | Citations |
Journal | abs/1805.08500 | 0 |
PageRank | References | Authors |
0.34 | 13 | 2 |
Name | Order | Citations | PageRank |
---|---|---|---|
Renato Farias | 1 | 0 | 0.68 |
Marcelo Kallmann | 2 | 639 | 59.35 |