Hi Harold,

I know that people at Utrecht University (The Netherlands) are
actively working on the type of problems you describe. Maybe their
corridor map method is something for you:

"Current applications require a path planner that is fast (to ensure
real-time interaction with the environment) and flexible (to avoid
local hazards). In addition, paths need to be natural, i.e. smooth and
short. We propose a new framework, the Corridor Map Method, which
meets these requirements. "

check out some publications here:
http://people.cs.uu.nl/roland/index.html

good luck,
Gerwin

On Sat, Mar 28, 2009 at 1:46 PM, Harold Comere <osgfo...@tevs.eu> wrote:
> Hi all,
>
> First, my english is not fluent, so i apologize for all mistakes i will do 
> and hope i will success to explain my problem :)
>
> Well, i'm currently working on a project where i have to implement any kind 
> of efficient real time pathfinding in osg scene.
> The goal is to go from a space point to another one ( or to an osg node but 
> it is similar ) avoiding collisions and detecting when there is not path to 
> go there.
>
> The real problem is that :
> 1) Algorithm must work for static scene but could be extended easily to 
> dynamic scenes.
>
> 2) Algorithm must work in some specific kind of situation :
> - In space, huge empty areas and some complex "small" objects as satellite.
> - In pipe network. It means able to pass through pipes if needed.
> - In a factory, lot of rooms ( and why not pipes :p )
>
> 3) The algorithm must return a path, or nothing if no path found, then the 
> camera will follow the path, that to have to do computations once.
>
> Well, i worked on it for about 2 weeks now and i didnt found any efficient 
> way to do it.
>
> Static / Dynamic constraint prevents preprocessing that build any kind of 
> graph to use common path finding algorithm ( as A* and other ).
> For a dynamic scene a way to use pathfinding algorithms could be to build the 
> pathfinding graph each time the "goto" function is called. But to get an 
> accurate path finding detection, we have to consider the whole scene ( 
> specially in factory case ), that is pretty hard to do it in interactive time.
>
> Pipes network constraint prevents of working with bounding volumes ( bounding 
> sphere, AABB, OBB, convex hull ). I didnt succeed to find a way to build 
> hierarchical space subdivision that could help greatly with geometry 
> collision detection.
>
> A simple way to solve my issue could be ray tracing collision detection. But 
> this dont guarantee to find a good path, and it make hard to detect there is 
> not path... And after some tests, using the osg::LineSegmentIntersector take 
> about 5 ms on my scene, so i use only 200 rays to find a path it already cost 
> 1s that's to much for real time application needs.
> Maybe by specifing to the IntersectionVisitor only the node where is the 
> camera, could be reduce computing times, but i dont think that's a suitable 
> solution..
>
> Well, i'm a bit stuck and lack of ideas for now ...
> I have began to use osg 2 weeks ago, so maybe is there any kind of osg cool 
> stuff wich could be usefull to do it that i ignore ?
>
> Thanks for your attention :)
>
> Regards,
> Harold
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=9392#9392
>
>
>
>
>
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