摘要
文章对计算机生成角色在分布式虚拟环境中行进时的障碍规避进行了研究。避障是计算机生成角色在行进中对各种障碍物的实时处理过程,文中给出了一个计算机生成角色的避障算法,对虚拟环境中不同类型的实体发生的可能碰撞采取了不同的避撞策略,着重研究了多个计算机生成角色间避障的方法;与已有的一些研究不同,笔者提出了可能障碍区和可能障碍集的概念,在此基础上对多个计算机生成角色产生可能障碍区后进行了实时处理;文中还给出了算法的正确性证明和时间复杂度分析。使用这个算法,可使计算机生成角色在虚拟环境中的行进行为更加逼真。
This Paper researches the obstacle avoidance behavior of computer generated actor travelling in the distribut-ed virtual environment.Obstacle avoidance is one of the basic ability of computer generated actor,it is handled by com-puter generated actor dynamically and in real time.This paper presents a general obstacle avoidance algorithm,use s dif-ferent methods to avoid the possible obstacle.The algorithm pay more attention to the method of obstacle avoidance of multi computer generated actors based on the definition of Possible Obstacle Area(POA)and Possible Obstacle Set(POS)that is different from previous work.This paper also proves the correctness and gives the time complexity of the algorithm.Using this algorithm,the traveling behavior of computer generated actors is more realistic.
出处
《计算机工程与应用》
CSCD
北大核心
2003年第4期9-13,21,共6页
Computer Engineering and Applications
基金
国家863高技术研究发展计划课题资助(编号:2001AA115130)
关键词
分布式虚拟环境
计算机生成角色
行进避障算法
机器人
Computer Generated Actor,Distributed Virtual Environment ,Possible Obstacle Area,Possible Obstacle Set,Obstacle Avoidance