Title :
Hierarchical Voronoi diagram-based path planning among polygonal obstacles for 3D virtual worlds
Author :
Wang, Xiaoting ; Yang, Chenglei ; Wang, Jiaye ; Meng, Xiangxu
Author_Institution :
Sch. of Comput. Sci. & Technol., Shandong Univ., Jinan, China
Abstract :
Path planning is one of important problems in virtual reality, computational geometry, robotic and GIS. This paper presents two methods of computing walkthrough paths in a polygon with h holes and a total of n vertices, for 3D virtual worlds such as virtual museums and games. For any two points s and t, one method is presented to compute the shortest Voronoi skeleton path SVSP(s,t) in O(k + h log h + log n) time, where k is the number of the Voronoi edges in SVSP(s,t) and O(k) ≤ O(n). An approximate shortest path from s to t can be computed in O(k + h log h + log n) time based on SVSP(s,t). The other is to compute the shortest path SP(s,t) in O(m + h log(n/h) + h2 log h) time, where m is the number of the edges in SP(s,t) and m ≤ n. They are based on a hierarchical Voronoi diagram presented in this paper, which can be constructed in time O(n log n) with O(n) space in the preprocessing stage. This data structure also can be used to fast solve visibility information, collision detection and other problems in 3D virtual worlds. The methods are simpler and faster than other existed methods, with lower space.
Keywords :
computational geometry; path planning; virtual reality; 3D virtual worlds; collision detection; hierarchical Voronoi diagram; path planning; polygonal obstacles; shortest Voronoi skeleton path; walkthrough path computation; Algorithm design and analysis; Data structures; Games; Junctions; Path planning; Skeleton; Three dimensional displays; Path Planning; Shortest Path; Virtual Museum; Voronoi Diagram;
Conference_Titel :
VR Innovation (ISVRI), 2011 IEEE International Symposium on
Conference_Location :
Singapore
Print_ISBN :
978-1-4577-0055-2
Electronic_ISBN :
978-1-4577-0054-5
DOI :
10.1109/ISVRI.2011.5759626