In this paper we address the problem of finding paths for small groups of characters in an urban ... more In this paper we address the problem of finding paths for small groups of characters in an urban environment taking tactical information into account. This approach presents a way to plan the paths using an existing road map and extending this to a network of corridors. The road map is searched for a globally useful path, after which the corresponding corridors are traversed to find a tactically sound path for all characters in the group. Our approach is capable of utilizing nearly 100 % of the available free space in the environment, including almost all tactically useful locations. The generated paths for the group of characters are realistic in the sense that they mimic paths that real humans would follow. After a pre-processing step, the approach is able to produce the paths in real-time.
In this paper we try to determine the effectiveness of differ-ent AI techniques used in simple ga... more In this paper we try to determine the effectiveness of differ-ent AI techniques used in simple games. This effectiveness is measured by comparing game-play experience to implemen-tation effort. Game-play experience is measured by letting a test panel play with the different kinds of AI techniques af-ter which a questionnaire is filled in and the implementation effort is simply logged. The results showed that the increas-ing numbers of AI features is valued, but only until a certain level.
In this paper we present a novel approach to path planning. The ap-proach first plans a corridor ... more In this paper we present a novel approach to path planning. The ap-proach first plans a corridor with a backbone path which is obstacle free. This corridor is then used to generate a path for the charac-ter. Because the corridor around the backbone is obstacle free any path inside the corridor is also collision free. The planning of the backbone path can be done by any existing path planning approach. In addition, we describe several applications that use the corridor path planning approach. These applications range from planning the paths for characters in a coherent group to planning safe and natural paths. We present several promising results. We show that the method described is very efficient and can be used in many real-time applications like computer games. For example, the paths for a group consisting of 200 characters can be planned with less than 2.5 % processor usage. We also show that small obstacles can be avoided realistically without much degradation in performance. F...
Computer Science. “The analysis of design problems is by no means obviously possible. There is a ... more Computer Science. “The analysis of design problems is by no means obviously possible. There is a good deal of superstition among designers as to the deathly effect of analysis on their intuitions – with the unfortunate result that very few designers have tried to understand the process of design analytically.”
In this paper we address the problem of finding paths for small groups of characters in an urban ... more In this paper we address the problem of finding paths for small groups of characters in an urban environment taking tactical information into account. This approach presents a way to plan the paths using an existing road map and extending this to a network of corridors. The road map is searched for a globally useful path, after which the corresponding corridors are traversed to find a tactically sound path for all characters in the group. Our approach is capable of utilizing nearly 100% of the available free space in the environment, including almost all tactically useful locations. The generated paths for the group of characters are realistic in the sense that they mimic paths that real humans would follow. After a pre-processing step, the approach is able to produce the paths in real-time.
When facing the problem to which extent it is possible to automatically transform a storyline def... more When facing the problem to which extent it is possible to automatically transform a storyline definition into a game structure, the first step is to get to know how the game world should be split up into different levels. The current research tries to find out how a game could be split up into levels, based on the storyline for the game. Often in literature concepts from both the storyline and the game are used in a combined fashion. By using statements from literature together with validated assumptions, separate conceptual models are created for the storyline and game abstraction level by distributing concepts between these two levels. In order to realize the transformation from storyline to game, concepts from both levels can be linked to each other by defining relationships. These relationships are subsequently elaborated into mapping rules, which serve as a basis for the storyline ‘compiler’. The relationships between concepts from the storyline and the game imply also certain ...
In this paper we present a novel approach to path planning. The approach first plans a corridor w... more In this paper we present a novel approach to path planning. The approach first plans a corridor with a backbone path which is obstacle free. This corridor is then used to generate a path for the character. Because the corridor around the backbone is obstacle free any path inside the corridor is also collision free. The planning of the backbone path can be done by any existing path planning approach. In addition, we describe several applications that use the corridor path planning approach. These applications range from planning the paths for characters in a coherent group to planning safe and natural paths. We present several promising results. We show that the method described is very efficient and can be used in many realtime applications like computer games. For example, the paths for a group consisting of 200 characters can be planned with less than 2.5% processor usage. We also show that small obstacles can be avoided realistically without much degradation in performance. Final...
Both path finding and character animation play an important role in virtual environments. In this... more Both path finding and character animation play an important role in virtual environments. In this paper we describe a new approach to plan the path for a single character, taking into account constraints put forth by the availability of the motion capture data. The final path of the character is guaranteed to be valid in the way that the final animation along the path is valid and correct. We also extend the approach to groups of characters. Experiments show that the approach produces paths and animations that are valid and correct. The performance of the approach is good, making the approach applicable in real-time applications.
Path finding has focused primarily on collision free paths that are smooth and short. However, in... more Path finding has focused primarily on collision free paths that are smooth and short. However, in todays computer games, it is often desired to stay out of sight of enemies and, as a result, close to obstacles. In this paper we propose a method that uses an existing roadmap and produces a set of corridor polygons from which a path is generated. Weights calculated from tactical data can be specified both on the nodes of the roadmap and on points in the corridor polygon. These weights influence the way the path is generated. Experiments show that the corridor polygons cover the free space well. They also show that the final path of the character stays close to the obstacles and avoids dangerous areas.
In undergoing this life, many people always try to do and get the best. New knowledge, experience... more In undergoing this life, many people always try to do and get the best. New knowledge, experience, lesson, and everything that can improve the life will be done. However, many people sometimes feel confused to get those things. Feeling the limited of experience and sources to be better is one of the lacks to own. However, there is a very simple thing that can be done. This is what your teacher always manoeuvres you to do this one. Yeah, reading is the answer. Reading a book as this motion in games first international workshop mig 2008 utrecht the netherlands june 14 17 2008 and other references can enrich your life quality. How can it be?
In this paper we try to determine the effectiveness of different AI techniques used in simple gam... more In this paper we try to determine the effectiveness of different AI techniques used in simple games. This effectiveness is measured by comparing game-play experience to implementation effort. Game-play experience is measured by letting a test panel play with the different kinds of AI techniques after which a questionnaire is filled in and the implementation effort is simply logged. The results showed that the increasing numbers of AI features is valued, but only until a certain level.
Path planning plays an important role in many virtual worlds, like computer games. Currently the ... more Path planning plays an important role in many virtual worlds, like computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, local reactive methods, flocking and crowd behavior. In this paper we describe a new approach, based on a technique from robotics, that computes a roadmap of smooth, collision-free, high-quality paths. This roadmap can be used to obtain instantly good paths for entities. We also describe applications of the technique for planning the motion of groups of entities and for creating smooth camera movements through an environment.
Path planning plays an important role in many computer games. Currently the motion of entities is... more Path planning plays an important role in many computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, and reactive approaches. In this paper we describe a new approach, based on a technique from robotics, that computes a roadmap of smooth, collision-free, high-quality paths. This roadmap can be used to obtain instantly good paths for entities. We also describe applications of the technique for planning the motion of groups of entities and for creating smooth camera movements through an environment.
Avoidance Behaviour.- Collision Avoidance between Avatars of Real and Virtual Individuals.- CA-LO... more Avoidance Behaviour.- Collision Avoidance between Avatars of Real and Virtual Individuals.- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds.- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games.- A Predictive Collision Avoidance Model for Pedestrian Simulation.- Behaviour and Affect.- Applying Affect Recognition in Serious Games: The PlayMancer Project.- A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences.- Crowd Simulation.- Data Driven Evaluation of Crowds.- Variety Is the Spice of (Virtual) Life.- Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic.- Motion Analysis and Synthesis.- A Velocity-Curvature Space Approach for Walking Motions Analysis.- Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing.- Real-Time Character Control for Wrestling Games.- Motion Planning and Synthesis of Human-Like Characters in Constrained Environments.- Navigation and Steering.- A Semantic Navigation Model for Video Games.- An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms.- Data Based Steering of Virtual Human Using a Velocity-Space Approach.- Path Abstraction for Combined Navigation and Animation.- Camera Planning in Virtual Environments Using the Corridor Map Method.- Physics.- Adaptive Physics-Inspired Facial Animation.- Evolved Controllers for Simulated Locomotion.- Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions.- Rendering and Video.- Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments.- Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264.
Non-invasively determining the three-dimensional structure of real flames is a challenging task. ... more Non-invasively determining the three-dimensional structure of real flames is a challenging task. We present atomographic method for reconstructing a volumetric model from multiple images of fire. The method is similar tosparse-view computerized tomography and is applicable to static camera setups observing dynamic flames. Usingan algebraic reconstruction method, we can restrict the solution space such that a high quality model is obtainedfrom only a small number of camera images. An additional advantage is fast ...
In this paper we try to determine the effectiveness of differ- ent AI techniques used in simple g... more In this paper we try to determine the effectiveness of differ- ent AI techniques used in simple games. This effectiveness is measured by comparing game-play experience to implemen- tation effort. Game-play experience is measured by letting a test panel play with the different kinds of AI techniques af- ter which a questionnaire is filled in and the implementation effort is
In this paper we address the problem of finding paths for small groups of characters in an urban ... more In this paper we address the problem of finding paths for small groups of characters in an urban environment taking tactical information into account. This approach presents a way to plan the paths using an existing road map and extending this to a network of corridors. The road map is searched for a globally useful path, after which the corresponding corridors are traversed to find a tactically sound path for all characters in the group. Our approach is capable of utilizing nearly 100 % of the available free space in the environment, including almost all tactically useful locations. The generated paths for the group of characters are realistic in the sense that they mimic paths that real humans would follow. After a pre-processing step, the approach is able to produce the paths in real-time.
In this paper we try to determine the effectiveness of differ-ent AI techniques used in simple ga... more In this paper we try to determine the effectiveness of differ-ent AI techniques used in simple games. This effectiveness is measured by comparing game-play experience to implemen-tation effort. Game-play experience is measured by letting a test panel play with the different kinds of AI techniques af-ter which a questionnaire is filled in and the implementation effort is simply logged. The results showed that the increas-ing numbers of AI features is valued, but only until a certain level.
In this paper we present a novel approach to path planning. The ap-proach first plans a corridor ... more In this paper we present a novel approach to path planning. The ap-proach first plans a corridor with a backbone path which is obstacle free. This corridor is then used to generate a path for the charac-ter. Because the corridor around the backbone is obstacle free any path inside the corridor is also collision free. The planning of the backbone path can be done by any existing path planning approach. In addition, we describe several applications that use the corridor path planning approach. These applications range from planning the paths for characters in a coherent group to planning safe and natural paths. We present several promising results. We show that the method described is very efficient and can be used in many real-time applications like computer games. For example, the paths for a group consisting of 200 characters can be planned with less than 2.5 % processor usage. We also show that small obstacles can be avoided realistically without much degradation in performance. F...
Computer Science. “The analysis of design problems is by no means obviously possible. There is a ... more Computer Science. “The analysis of design problems is by no means obviously possible. There is a good deal of superstition among designers as to the deathly effect of analysis on their intuitions – with the unfortunate result that very few designers have tried to understand the process of design analytically.”
In this paper we address the problem of finding paths for small groups of characters in an urban ... more In this paper we address the problem of finding paths for small groups of characters in an urban environment taking tactical information into account. This approach presents a way to plan the paths using an existing road map and extending this to a network of corridors. The road map is searched for a globally useful path, after which the corresponding corridors are traversed to find a tactically sound path for all characters in the group. Our approach is capable of utilizing nearly 100% of the available free space in the environment, including almost all tactically useful locations. The generated paths for the group of characters are realistic in the sense that they mimic paths that real humans would follow. After a pre-processing step, the approach is able to produce the paths in real-time.
When facing the problem to which extent it is possible to automatically transform a storyline def... more When facing the problem to which extent it is possible to automatically transform a storyline definition into a game structure, the first step is to get to know how the game world should be split up into different levels. The current research tries to find out how a game could be split up into levels, based on the storyline for the game. Often in literature concepts from both the storyline and the game are used in a combined fashion. By using statements from literature together with validated assumptions, separate conceptual models are created for the storyline and game abstraction level by distributing concepts between these two levels. In order to realize the transformation from storyline to game, concepts from both levels can be linked to each other by defining relationships. These relationships are subsequently elaborated into mapping rules, which serve as a basis for the storyline ‘compiler’. The relationships between concepts from the storyline and the game imply also certain ...
In this paper we present a novel approach to path planning. The approach first plans a corridor w... more In this paper we present a novel approach to path planning. The approach first plans a corridor with a backbone path which is obstacle free. This corridor is then used to generate a path for the character. Because the corridor around the backbone is obstacle free any path inside the corridor is also collision free. The planning of the backbone path can be done by any existing path planning approach. In addition, we describe several applications that use the corridor path planning approach. These applications range from planning the paths for characters in a coherent group to planning safe and natural paths. We present several promising results. We show that the method described is very efficient and can be used in many realtime applications like computer games. For example, the paths for a group consisting of 200 characters can be planned with less than 2.5% processor usage. We also show that small obstacles can be avoided realistically without much degradation in performance. Final...
Both path finding and character animation play an important role in virtual environments. In this... more Both path finding and character animation play an important role in virtual environments. In this paper we describe a new approach to plan the path for a single character, taking into account constraints put forth by the availability of the motion capture data. The final path of the character is guaranteed to be valid in the way that the final animation along the path is valid and correct. We also extend the approach to groups of characters. Experiments show that the approach produces paths and animations that are valid and correct. The performance of the approach is good, making the approach applicable in real-time applications.
Path finding has focused primarily on collision free paths that are smooth and short. However, in... more Path finding has focused primarily on collision free paths that are smooth and short. However, in todays computer games, it is often desired to stay out of sight of enemies and, as a result, close to obstacles. In this paper we propose a method that uses an existing roadmap and produces a set of corridor polygons from which a path is generated. Weights calculated from tactical data can be specified both on the nodes of the roadmap and on points in the corridor polygon. These weights influence the way the path is generated. Experiments show that the corridor polygons cover the free space well. They also show that the final path of the character stays close to the obstacles and avoids dangerous areas.
In undergoing this life, many people always try to do and get the best. New knowledge, experience... more In undergoing this life, many people always try to do and get the best. New knowledge, experience, lesson, and everything that can improve the life will be done. However, many people sometimes feel confused to get those things. Feeling the limited of experience and sources to be better is one of the lacks to own. However, there is a very simple thing that can be done. This is what your teacher always manoeuvres you to do this one. Yeah, reading is the answer. Reading a book as this motion in games first international workshop mig 2008 utrecht the netherlands june 14 17 2008 and other references can enrich your life quality. How can it be?
In this paper we try to determine the effectiveness of different AI techniques used in simple gam... more In this paper we try to determine the effectiveness of different AI techniques used in simple games. This effectiveness is measured by comparing game-play experience to implementation effort. Game-play experience is measured by letting a test panel play with the different kinds of AI techniques after which a questionnaire is filled in and the implementation effort is simply logged. The results showed that the increasing numbers of AI features is valued, but only until a certain level.
Path planning plays an important role in many virtual worlds, like computer games. Currently the ... more Path planning plays an important role in many virtual worlds, like computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, local reactive methods, flocking and crowd behavior. In this paper we describe a new approach, based on a technique from robotics, that computes a roadmap of smooth, collision-free, high-quality paths. This roadmap can be used to obtain instantly good paths for entities. We also describe applications of the technique for planning the motion of groups of entities and for creating smooth camera movements through an environment.
Path planning plays an important role in many computer games. Currently the motion of entities is... more Path planning plays an important role in many computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, and reactive approaches. In this paper we describe a new approach, based on a technique from robotics, that computes a roadmap of smooth, collision-free, high-quality paths. This roadmap can be used to obtain instantly good paths for entities. We also describe applications of the technique for planning the motion of groups of entities and for creating smooth camera movements through an environment.
Avoidance Behaviour.- Collision Avoidance between Avatars of Real and Virtual Individuals.- CA-LO... more Avoidance Behaviour.- Collision Avoidance between Avatars of Real and Virtual Individuals.- CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds.- Exploiting Motion Capture to Enhance Avoidance Behaviour in Games.- A Predictive Collision Avoidance Model for Pedestrian Simulation.- Behaviour and Affect.- Applying Affect Recognition in Serious Games: The PlayMancer Project.- A Comparative Review of Reactive Behaviour Models as Proposed in Computer Graphics and Cognitive Sciences.- Crowd Simulation.- Data Driven Evaluation of Crowds.- Variety Is the Spice of (Virtual) Life.- Interactive Modeling, Simulation and Control of Large-Scale Crowds and Traffic.- Motion Analysis and Synthesis.- A Velocity-Curvature Space Approach for Walking Motions Analysis.- Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing.- Real-Time Character Control for Wrestling Games.- Motion Planning and Synthesis of Human-Like Characters in Constrained Environments.- Navigation and Steering.- A Semantic Navigation Model for Video Games.- An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms.- Data Based Steering of Virtual Human Using a Velocity-Space Approach.- Path Abstraction for Combined Navigation and Animation.- Camera Planning in Virtual Environments Using the Corridor Map Method.- Physics.- Adaptive Physics-Inspired Facial Animation.- Evolved Controllers for Simulated Locomotion.- Integrated Analytic and Linearized Inverse Kinematics for Precise Full Body Interactions.- Rendering and Video.- Light Space Cascaded Shadow Maps for Large Scale Dynamic Environments.- Practical and Scalable Transmission of Segmented Video Sequences to Multiple Players Using H.264.
Non-invasively determining the three-dimensional structure of real flames is a challenging task. ... more Non-invasively determining the three-dimensional structure of real flames is a challenging task. We present atomographic method for reconstructing a volumetric model from multiple images of fire. The method is similar tosparse-view computerized tomography and is applicable to static camera setups observing dynamic flames. Usingan algebraic reconstruction method, we can restrict the solution space such that a high quality model is obtainedfrom only a small number of camera images. An additional advantage is fast ...
In this paper we try to determine the effectiveness of differ- ent AI techniques used in simple g... more In this paper we try to determine the effectiveness of differ- ent AI techniques used in simple games. This effectiveness is measured by comparing game-play experience to implemen- tation effort. Game-play experience is measured by letting a test panel play with the different kinds of AI techniques af- ter which a questionnaire is filled in and the implementation effort is
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