{"id":141,"date":"2013-07-18T18:13:38","date_gmt":"2013-07-18T18:13:38","guid":{"rendered":"http:\/\/ramonoliva.byethost31.com\/?page_id=141"},"modified":"2020-10-21T17:32:50","modified_gmt":"2020-10-21T17:32:50","slug":"2013-sca","status":"publish","type":"page","link":"http:\/\/ramonoliva.com\/index.php\/2013-sca\/","title":{"rendered":"Computing Exact Arbitrary Clearance for Navigation Meshes"},"content":{"rendered":"<h1 style=\"text-align: justify;\">Abstract<\/h1>\n<hr>\n<p style=\"text-align: justify;\">Character navigation in virtual environments is mostly handled by a combination of path planning with local movement algorithms.&nbsp;Clearance should be taken into consideration when choosing a path, but also when deciding the location of way points within portals.&nbsp;Previous work has considered clearance for path planning, but it is ignored when assigning way points within portals. Paths with&nbsp;clearance, do not necessarily guarantee that characters can walk through collision-free way points in portals. In this work we present a&nbsp;method for calculating clearance in navigation meshes (NavMeshes) consisting of convex cells of any type, as well as a novel method&nbsp;to calculate portals with clearance. We also introduce a new method to dynamically locate attractors over portals based on current&nbsp;trajectory, destination, and clearance.<\/p>\n<h1 style=\"text-align: justify;\">Media<\/h1>\n<hr>\n<p style=\"text-align: center;\"><iframe src=\"http:\/\/player.vimeo.com\/video\/70567969\" height=\"281\" width=\"500\" allowfullscreen=\"\" frameborder=\"0\"><\/iframe><\/p>\n<p style=\"text-align: center;\"><a href=\"http:\/\/vimeo.com\/70567969\">Computing Exact Arbitrary Clearance for Navigation Meshes<\/a> from <a href=\"http:\/\/vimeo.com\/user19610316\">Ramon Oliva<\/a> on <a href=\"https:\/\/vimeo.com\">Vimeo<\/a>.<\/p>\n<p style=\"text-align: left;\"><a href=\"https:\/\/www.dropbox.com\/s\/pbsdf6coca9stp8\/2013-SCA.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 Character navigation in virtual environments is mostly handled by a combination of path planning with local movement algorithms.&nbsp;Clearance should be taken into consideration when choosing a path, but also when deciding the location of way points within portals.&nbsp;Previous work has considered clearance for path planning, but it is ignored when assigning way points within &hellip;<br \/><a href=\"http:\/\/ramonoliva.com\/index.php\/2013-sca\/\" class=\"more-link pen_button pen_element_default pen_icon_arrow_double\">Seguir leyendo <span class=\"screen-reader-text\">Computing Exact Arbitrary Clearance for 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\/141"}],"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=141"}],"version-history":[{"count":1,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages\/141\/revisions"}],"predecessor-version":[{"id":514,"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/pages\/141\/revisions\/514"}],"wp:attachment":[{"href":"http:\/\/ramonoliva.com\/index.php\/wp-json\/wp\/v2\/media?parent=141"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}