kostas bekris university of nevada, reno

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Kostas Bekris University of Nevada, Reno CS 425/625 Interface for Motion Planning In Physically Realistic 3D Virtual Worlds September 22, 2008

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Kostas Bekris University of Nevada, Reno. CS 425/625. Interface for Motion Planning In Physically Realistic 3D Virtual Worlds. September 22, 2008. Game Engines. Components. Model Database. AI (Motion Planning). User. Game Engine. Interface. Physics-based Simulation. - PowerPoint PPT Presentation

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Page 1: Kostas  Bekris University of Nevada, Reno

Kostas BekrisUniversity of Nevada, Reno

CS 425/625

Interface for Motion PlanningIn Physically Realistic 3D Virtual Worlds

September 22, 2008

Page 2: Kostas  Bekris University of Nevada, Reno

Game Engines

Page 3: Kostas  Bekris University of Nevada, Reno

Components

Game EngineUser

VisualizationSoftware

Interface

ModelDatabase

Physics-based

Simulation

AI(Motion

Planning)

Page 4: Kostas  Bekris University of Nevada, Reno

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

Page 5: Kostas  Bekris University of Nevada, Reno

Motion Planning

James KuffnerCMU

Jean Claude LatombeStanford

Industrial Manipulation

Geometric Puzzles

Simulation

Kostas Bekris

Page 6: Kostas  Bekris University of Nevada, Reno

Physically Realistic Motion Planning

Geometric Paths are not Sufficient• Lack of Physical Realism

• Cannot be easily followed

Page 7: Kostas  Bekris University of Nevada, Reno

Physically Realistic Motion Planning

Trajectory Planning:• Higher-Dimensional Problem• More constrains