{"id":125,"date":"2013-07-18T17:40:45","date_gmt":"2013-07-18T17:40:45","guid":{"rendered":"http:\/\/ramonoliva.byethost31.com\/?page_id=125"},"modified":"2020-10-21T17:32:59","modified_gmt":"2020-10-21T17:32:59","slug":"2012-ceig","status":"publish","type":"page","link":"http:\/\/ramonoliva.com\/index.php\/2012-ceig\/","title":{"rendered":"A GPU Based Method for the Automatic Generation of Near-Optimal Navigation Meshes"},"content":{"rendered":"<h1 style=\"text-align: justify;\">Abstract<\/h1>\n<hr>\n<p style=\"text-align: justify;\">In this paper we present a novel, robust and efficient GPU based technique to automatically generate a Navigation&nbsp;Mesh for complex 3D scenes. Our method consists of two steps: firstly, starting with a 3D scene representing a&nbsp;complex environment of one floor with slopes, steps, and other obstacles, it automatically generates a 2D representation&nbsp;based on a single polygon (floor) with holes (obstacles).This step can handle degeneracies of the starting 3D&nbsp;scene model, such as interpenetrating geometry. Secondly, a novel method that exploits the GPU efficiency is used&nbsp;to automatically generate a near-optimal convex decomposition which will represent the cell and portal graph of&nbsp;the environment. Such convex decomposition is a 2D representation of the walkable areas of the environment with&nbsp;portals indicating the crossing borders. The results show that the presented technique not only is more robust than&nbsp;previous CPU methods, but also for the tested environments with up to 1000 vertices, it performs five times faster.<\/p>\n<h1 style=\"text-align: justify;\">Media<\/h1>\n<hr>\n<p style=\"text-align: left;\"><a href=\"https:\/\/www.dropbox.com\/s\/6ua0nhjlilfyvh8\/2012-CEIG.pdf\" target=\"_blank\" rel=\"noopener noreferrer\"><img loading=\"lazy\" class=\"alignnone size-full wp-image-321\" alt=\"download-paper\" src=\"https:\/\/dl.dropboxusercontent.com\/u\/3524612\/Website%20Images\/Buttons\/download-paper.png\" width=\"250\" height=\"75\"><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Abstract In this paper we present a novel, robust and efficient GPU based technique to automatically generate a Navigation&nbsp;Mesh for complex 3D scenes. Our method consists of two steps: firstly, starting with a 3D scene representing a&nbsp;complex environment of one floor with slopes, steps, and other obstacles, it automatically generates a 2D representation&nbsp;based on a &hellip;<br \/><a href=\"http:\/\/ramonoliva.com\/index.php\/2012-ceig\/\" class=\"more-link pen_button pen_element_default pen_icon_arrow_double\">Seguir leyendo <span class=\"screen-reader-text\">A GPU Based Method for the Automatic Generation of Near-Optimal Navigation Meshes<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":10,"comment_status":"closed","ping_status":"open","template":"full-width-page.php","meta":[],"_links":{"self":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages\/125"}],"collection":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/comments?post=125"}],"version-history":[{"count":1,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages\/125\/revisions"}],"predecessor-version":[{"id":516,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages\/125\/revisions\/516"}],"wp:attachment":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/media?parent=125"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}