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Autonomous behaviors for interactive vehicle animations
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Symposium on Computer Animation archive
Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
Grenoble, France
SESSION: Motion planning table of contents
Pages: 9 - 18  
Year of Publication: 2004
ISBN ~ ISSN:1727-5288 , 3-905673-14-2
Authors
Jared Go  Carnegie Mellon University, Pittsburgh, PA
Thuc Vu  Carnegie Mellon University, Pittsburgh, PA
James J. Kuffner  Carnegie Mellon University, Pittsburgh, PA
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Eurographics: Eurographics Association
Publisher
Eurographics Association  Aire-la-Ville, Switzerland, Switzerland
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APPENDICES and SUPPLEMENTS
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Supplemental video


ABSTRACT

We present a method for synthesizing animations of autonomous space, water, and land-based vehicles in games or other interactive simulations. Controlling the motion of such vehicles to achieve a desirable behavior is difficult due to the constraints imposed by the system dynamics. We combine real-time path planning and a simplified physics model to automatically compute control actions to drive a vehicle from an input state to desirable output states based on a behavior cost function. Both offline trajectory preprocessing and online search are used to build an animation framework suitable for interactive vehicle simulations. We demonstrate synthesized animations of spacecraft performing a variety of autonomous behaviors, including <i>Seek, Pursue, Avoid, Avoid Collision</i>, and <i>Flee</i>. We also explore several enhancements to the basic planning algorithm and examine the resulting tradeoffs in runtime performance and quality of the generated motion.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Jared Go: colleagues
Thuc Vu: colleagues
James J. Kuffner: colleagues