基于八叉树的三维分层寻路优化

Timur Muratov, A. Zagarskikh
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引用次数: 2

摘要

尽管寻径问题已经存在了很长一段时间,但大多数相关工作都集中在只适用于2D环境的方法上。然而,对于能够为3D工作空间中的寻路任务提供解决方案的方法的需求。这些任务大多来自机器人和游戏开发领域,在这些领域通常需要实时获得解决方案。除了缺乏合适的方法外,主要的问题是,在三维环境下,工作空间的大小比二维环境大得多,在保持搜索图的小尺寸的情况下,很难构建该空间的精确表示。为了克服这个问题,可以使用显式或隐式地降低图大小的方法。本文简要回顾了一些现有方法,比较了它们的有效性,并提出了一种在3D环境中有助于实时计算(如游戏开发领域)的实时寻径新方法。在与现有方法进行比较时,将参考这一简要综述。该方法结合了使用八叉树结构作为搜索图(如空间自由空间表示)和分层路径规划(通过聚类有效减少图大小)的优点。因此,实现了明显的加速。
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Octree-Based Hierarchical 3D Pathfinding Optimization of Three-Dimensional Pathfinding
Despite the fact that the problem of pathfinding exists for quite a while, most of the related work is focused on methods that are applicable only in 2D environment. However, there is a demand for methods that can provide a solution for pathfinding tasks in 3D working space. These tasks mostly come from area of robotics and game development, where it is often required to get a solution in real-time. The main problem, besides the lack of appropriate methods, is that in 3D environment the working space size increases greatly in comparison with 2D case, and it becomes harder to construct a precise representation of this space while maintaining low size of search graph. To overcome this, methods that lower graph size, whether explicitly or implicitly, are used. This paper provides a brief review on some of existing approaches, comparison of their effectiveness and presentation a new method of real-time pathfinding in 3D environment that can be helpful in real-time calculations (i.e. game development area). This brief review will be referred to when comparing proposed method with existing ones. A proposed method combines advantages of using octree structure as search graph (such as sparce free space representation) and hierarchical path planning (effective reduction of graph size by clustering). Thus, an appreciable speed-up is achieved.
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