Papers
Topics
Authors
Recent
Search
2000 character limit reached

Improved Shortest Path Maps with GPU Shaders

Published 22 May 2018 in cs.GR | (1805.08500v1)

Abstract: We present in this paper several improvements for computing shortest path maps using OpenGL shaders. The approach explores GPU rasterization as a way to propagate optimal costs on a polygonal 2D environment, producing shortest path maps which can efficiently be queried at run-time. Our improved method relies on Compute Shaders for improved performance, does not require any CPU pre-computation, and handles shortest path maps both with source points and with line segment sources. The produced path maps partition the input environment into regions sharing a same parent point along the shortest path to the closest source point or segment source. Our method produces paths with global optimality, a characteristic which has been mostly neglected in animated virtual environments. The proposed approach is particularly suitable for the animation of multiple agents moving toward the entrances or exits of a virtual environment, a situation which is efficiently represented with the proposed path maps.

Citations (1)

Summary

No one has generated a summary of this paper yet.

Paper to Video (Beta)

No one has generated a video about this paper yet.

Whiteboard

No one has generated a whiteboard explanation for this paper yet.

Open Problems

We haven't generated a list of open problems mentioned in this paper yet.

Continue Learning

We haven't generated follow-up questions for this paper yet.

Collections

Sign up for free to add this paper to one or more collections.