Loading…

Autonomous behaviors for interactive vehicle animations

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-t...

Full description

Saved in:
Bibliographic Details
Published in:Graphical models 2006-03, Vol.68 (2), p.90-112
Main Authors: Go, Jared, Vu, Thuc D., Kuffner, James J.
Format: Article
Language:English
Subjects:
Citations: Items that this one cites
Items that cite this one
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary: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 simulated spacecraft and automobiles performing a variety of autonomous behaviors, including Seek, Pursue, Avoid, Avoid Obstacle, and Flee. We also explore several enhancements to the basic planning algorithm and examine the resulting tradeoffs in runtime performance and quality of the generated motion.
ISSN:1524-0703
1524-0711
DOI:10.1016/j.gmod.2005.04.003