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Cursus: INFOMPAP
INFOMPAP
Path planning
Cursus informatieRooster
CursuscodeINFOMPAP
Studiepunten (ECTS)7,5
Categorie / NiveauM (Master)
CursustypeCursorisch onderwijs
VoertaalEngels
Aangeboden doorFaculteit Betawetenschappen; Graduate School of Natural Sciences;
Contactpersoondr. R.J. Geraerts
Telefoon+31 30 2533977
E-mailR.J.Geraerts@uu.nl
Docenten
Docent
dr. R.J. Geraerts
Overige cursussen docent
Blok
1  (31-08-2015 t/m 06-11-2015)
Aanvangsblok
1
TimeslotB: DI-ochtend, DO-middag, DO-namiddag
Onderwijsvorm
Voltijd
Cursusinschrijving geopendvanaf 01-06-2015 t/m 28-06-2015
AanmeldingsprocedureOsiris
Inschrijven via OSIRISJa
Inschrijven voor bijvakkersJa
VoorinschrijvingNee
Na-inschrijvingJa
Na-inschrijving geopendvanaf 17-08-2015 t/m 18-08-2015
WachtlijstJa
Plaatsingsprocedureadministratie onderwijsinstituut
Cursusdoelen
After completing the course, the student
  • knows the basic path planning problem, and knows how to translate these path planning problems to configuration space;
  • knows about sampling-based approaches to path planning and about exact and approximate versions of cell-decomposition as well as roadmap-based approaches to path planning, and is aware of the advantages and drawbacks of each of the methods;
  • knows about modern navigation meshes for representing the walkable space in virtual environments, such as triangulations, voxel-based methods, navigation graphs, Explicit Corridor Maps, and is aware of the advantages and drawbacks of each of the methods;
  • knows how to compute shortest paths in graphs (using A*/Dijkstra) and polygons (using funnels). Furthermore, the student knows how to create smooth paths using the Indicative Route Method;
  • knows about extensions to basic path planning (multiple robots, combinatorial motion planning, dynamic environments);
  • knows about different methods for collision avoidance (such Helbing's model, RVO, collision-prediction);
  • knows how to model crowd flows and streams and how to deal with massive crowds;
  • knows how to model different behaviors in crowds (small and large groups, personalities, panic);
  • knows how to build a crowd simulation framework;
  • knows how to evaluate a crowd simulation;
  • knows about several crowd simulation applications (such as evacuation, safety, training, games);
  • knows about implementation issues (basics, computation geometry (precision, accuracy), speed, multi-core);
  • knows how to critically assess a paper and has insight into the state of the art in crowd simulation, and is able to interpret, review, and compare state-of-the-art results in the field;
  • knows how to critically look at path planning and crowd simulation in games;
  • has become a critical reader, discovers where the holes in the research are, participates in discussions and lead them, gives better presentations, knows how to set up experiments better, and writes better review reports and assessments.
Inhoud
In computer games and virtual environments many characters move around. Such characters have to plan their paths to move from one location to another. These paths must avoid collisions with the environment and with other characters. Furthermore, it is important that these paths are visually compelling; that is, the characters must move around in ways similar to real people in real crowds. In this course, a number of recent results on path planning and crowd simulation are studied, as well as their application in computer games.
Ingangseisen
Je moet een geldige toelatingsbeschikking hebben
Verplicht materiaal
-
Aanbevolen materiaal
Software
Geen software nodig
Werkvormen (aanwezigheidsplicht)
Hoorcollege (Verplicht)

Toetsen
Eindresultaat
Weging100
Minimum cijfer6

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