kostas bekris university of nevada, reno
Post on 24-Feb-2016
40 Views
Preview:
DESCRIPTION
TRANSCRIPT
Kostas BekrisUniversity of Nevada, Reno
CS 425/625
Interface for Motion PlanningIn Physically Realistic 3D Virtual Worlds
September 22, 2008
Game Engines
Components
Game EngineUser
VisualizationSoftware
Interface
ModelDatabase
Physics-based
Simulation
AI(Motion
Planning)
Physics-based Simulation
Front wheelsturn
Rear wheeldrive
Car model and racing track from:“The Open Racing Car Simulator” (TORCS)
Software: Open Dynamics Engine (ODE)and OpenSceneGraph
Motion Planning
James KuffnerCMU
Jean Claude LatombeStanford
Industrial Manipulation
Geometric Puzzles
Simulation
Kostas Bekris
Physically Realistic Motion Planning
Geometric Paths are not Sufficient• Lack of Physical Realism
• Cannot be easily followed
Physically Realistic Motion Planning
Trajectory Planning:• Higher-Dimensional Problem• More constrains
top related