Abstract. This paper presents a new technique for computing collisionfree navigation motions from task-level commands for animated human characters in interactive virtual environments. The algorithm implementation utilizes the hardware rendering pipeline commonly found on graphics accelerator cards to perform fast 2D motion planning. Given a 3D geometric description of an animated character and a level-terrain environment, collision-free navigation paths can be computed between initial and goal locations at interactive rates. Speed is gained by leveraging the graphics hardware to quickly project the obstacle geometry into a 2D bitmap for planning. The bitmap may be searched by any number of standard dynamic programming techniques to produce a final path. Cyclic motion capture data is used along with a simple proportional derivative controller to animate the character as it follows the computed path. The technique has been implemented on an SGI Indigo2 workstation and runs at interactiv...
James J. Kuffner Jr.