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Minimum Link Paths for tactical game scenarios

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MLP look more like tactical' paths and promise good threat avoidance: ... Fast and Simple Occlusion Culling Based on Hardware Depth Queries ... – PowerPoint PPT presentation

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Title: Minimum Link Paths for tactical game scenarios


1
Minimum Link Pathsfor tactical game scenarios
  • Project Final Report
  • Nicolas Galoppo von Borries

2
Motivation for Minimum Link Paths
  • Minimum link paths minimize of straight-line
    segments
  • Length ? shortest path
  • Along corners and borders of objects
  • Long, straight segments
  • MLP look more like tactical paths and promise
    good threat avoidance
  • Artificial agents stay closer to objects ? under
    cover
  • Paths form long straight fast bridges between
    the objects

Voronoi
MLP
3
The theory
  • Minimum Link Paths
  • Exact computation is difficult
  • Best 2D algorithm known O(n4) worst case
    (Mitchell, 1992)
  • Doesnt promise good stuff for 3D (games)
  • Do we need exact MLP?
  • Not really, all we want is
  • Collision free path, or almost collision-free
    (if used as a heuristic)
  • An approximation of a minimum link path
  • Path is composed of straight-line segments
  • The number of segments should be minimal

4
How can we approximate a MLP?
  • Use the boundary of the generalized Voronoi
    diagram (outer medial axis)
  • Useful in presence of narrow passages
  • Fast (GPU) implementation (HAVOC3D, DiFi)
  • Isnt really what we want
  • Not close to objects
  • Typically shows many curves, could be complex
  • We want straight segments, minimizing turns

5
Instead
  • Preprocess subdivide straight line segments

Store the result in a tree Converges to
the medial axis
Find boundary search in fixed of discrete
directions
We propose discrete method without the need for
explicit analytic representation of the medial
axis.
6
Path reconstruction
  • Start at root of the tree
  • Perform link query
  • Free, then were done, otherwise recurse
  • Stop as soon as the segment is free
  • This process limits the number of links,
    therefore giving preference to long segments at
    the top of the tree

7
Collision-free links
  • When is a potential link suitable as path
    segment?
  • When no collision of link with objects
  • Visibility-based approach
  • Use hardware (GPU) occlusion queries to determine
    visibility between two potential path points

8
MLP approximation strategy
  • REFINEPATH (start position, target position)
  • Connect start and target position with straight
    line s
  • IF (fixed depth not yet reached)
  • Take midpoint m on segment s
  • Look for closest boundary point p in ms
    neighborhood
  • (in fixed of discrete directions)
  • child1 ? (start, p) child2 ? (p, end)
  • REFINEPATH(child1)
  • REFINEPATH(child2)
  • ? Hierarchical representation of segments
    representing a variety of possible paths

9
Path reconstruction
  • REFINE(tree)
  • link ? root of tree
  • If (link intersects with environment)
  • P1 ? REFINE(left_subpath)
  • P2 ? REFINE(right_subpath)
  • path ? P1 U P2
  • Else path ? link
  • Return path

10
Performance issues (1)
  • Computing the entire 3D GVD for each frame is too
    costly
  • Compute discrete approximation one 2D slice at a
    time
  • We only compute 1 slice per frame
  • Update the segment tree each time a full 3D GVD
    is ready

11
Performance issues (2)
  • We can limit the number of Voronoi sites in very
    complex environments
  • only static and slowly moving objects are
    part of the scene
  • fast moving objects do not influence the Voronoi
    diagram, only used in the link queries

12
Implementation on GPU
  • We use the GPU for two purposes
  • Fast discrete GVD computation
  • HAVOC3D (Hoff et al., 1999)
  • DiFi (Sud et al., 2003)
  • Link-environment intersection
  • Visibility based approach segment is collision
    free if start point sees endpoint (i.e. no object
    is occluding the view path)
  • Place virtual camera at start position, look in
    direction of endpoint
  • Visibility queries on GPU NV_occlusion_query

13
Hardware Depth Test
Fly passes, bunny is too fat
14
Results / Conclusions
  • Basic infrastructure implemented based on simple
    subdivision scheme
  • 3D workspace, translational agent with any size
    and geometry
  • Limited sized tree is sufficient (4-6 levels)
  • Real-time computation
  • GPU based
  • We update 1 Voronoi slice at a time

15
What could be next steps?
  • Add rotational DOF
  • Try other path refinement schemes
  • Local search heuristic
  • Use distance field to compute gradient descent
    towards Voronoi boundary

16
Thanks
  • References
  • The Open Problems Project
  • (ORourke, Mitchell, Demaine 2003)
  • Fast Computation of Generalized Voronoi Diagrams
    Using Graphics Hardware
  • (Hoff et al., SIGGRAPH 1999)
  • Randomized Path Planning for a Rigid Body Based
    on Hardware Accelerated Voronoi Sampling
  • (Pisula et al., 1999)
  • Interactive Motion Planning Using
    Hardware-Accelerated Computation of Generalized
    Voronoi Diagrams
  • (Hoff et al, ICRA 2000)
  • Fast and Simple Occlusion Culling Based on
    Hardware Depth Queries
  • (Karl Hillesland, Brian Salomon)
  • DiFi Fast Distance Field Computation Using
    Graphics Hardware
  • (Avneesh Sud, Dinesh Manocha)
  • Acknowledgements
  • Kenneth Hoff (HAVOC3D), Mark Foskey (Pointers to
    SMA, GVG), Avneesh Sud (DiFi, HAVOC3D)

17
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