Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Arno Kamphuis is active.

Publication


Featured researches published by Arno Kamphuis.


symposium on computer animation | 2004

Finding paths for coherent groups using clearance

Arno Kamphuis; Mark H. Overmars

Virtual environment are often populated with moving units and the paths for these units should be planned. When multiple units need to exhibit coherent behavior in a cluttered environment, current techniques often fail, i.e. the resulting paths for the units in the group lack the coherence required. In this paper, we propose a novel approach to motion planning for coherent groups of units. The method presented uses a path for a single unit, called the backbone path, which can be generated by any motion planner. This backbone path is extended to a corridor using the clearance along the path. The units can move freely inside this corridor. By limiting the width of this corridor, and the extent along the corridor where the units can move to, the approach guarantees coherence of the group. Experiments show that the generated paths exhibit group coherence as required, like passing on the same side of obstacles and waiting for fellow group mates to catch up. Performance measurements show that the approach is capable of generating the paths in real-time. In our implementation, the method requires just a few percent of the processor time for groups consisting of up to 100 units.


Science of Computer Programming | 2007

High quality navigation in computer games

D. Nieuwenhuisen; Arno Kamphuis; Mark H. Overmars

Navigation plays an important role in many modern computer games. Currently the motion of entities is often planned using a combination of scripting, grid-search methods, local reactive methods and flocking. In this paper we describe a novel approach, based on a technique originating from robotics, that computes a roadmap of smooth, collision-free navigation paths. Because the vast amount of computation time is spent in the pre-processing phase, navigation during the execution of an application is almost instantaneous. The created roadmap can be queried to obtain high quality paths. Furthermore, the applications of the roadmap are not limited to navigating an entity. Therefore, besides navigation for an entity, two other applications are presented; one for planning the motion of groups of entities and one for creating smooth camera movements through an environment. All applications are based on the same underlying techniques.


international conference on robotics and automation | 2004

Motion planning for coherent groups of entities

Arno Kamphuis; Mark H. Overmars

Motion planning for multiple entities is a challenging problem in todays virtual environments. In this paper we develop an innovative approach to motion planning for groups of entities, where coherence is taken into account. We model the group by a deformable shape. Next, we use the Probabilistic Roadmap Method to plan the (global) motion of the shape. For this, we, develop new sampling techniques and local planners. A new approach, called Group Potential Fields, is also introduced as a means to determine the local motions of the entities inside the deformable shape. Global and local motions are then combined to find the required paths for the entities. Experiments show that the approach is able to find paths for groups of varying sizes, after limited preprocessing time, where the groups stay coherent.


motion in games | 2008

Using the Corridor Map Method for Path Planning for a Large Number of Characters

Roland Geraerts; Arno Kamphuis; Ioannis Karamouzas; Mark H. Overmars

A central problem in games is planning high-quality paths for characters avoiding obstacles in the environment. Current games require a path planner that is fast (to ensure real-time interaction) and flexible (to avoid local hazards). In addition, a path needs to be natural, meaning that the path is smooth, short, keeps some clearance to obstacles, avoids other characters, etcetera . Game worlds are normally populated with a large number of characters. In this paper we show how the recently introduced Corridor Map Method can be extended and used to efficiently compute smooth motions for these characters. We will consider crowds in which the characters wander around, characters have goals, and characters behave as a coherent group. The approach is very fast. Even in environments with 5000 characters it uses only 40% of the processing power of a single core of a cpu . Also the resulting paths are indeed natural.


computer games | 2004

AUTOMATIC CONSTRUCTION OF ROADMAPS FOR PATH PLANNING IN GAMES

D. Nieuwenhuisen; Arno Kamphuis; M. Mooijekind; Mark H. Overmars


Archive | 2005

Path Finding for the Animation of Walking Characters

Arno Kamphuis; Julien Pettré; Mark H. Overmars; Jean-Paul Laumond


Archive | 2005

Path Finding using Tactical Information

Michiel Rook; Arno Kamphuis


motion in games | 2009

Guest editors' introduction: Special issue on gaming

Arjan Egges; Arno Kamphuis; Mark H. Overmars


Archive | 2009

Motion in games : Second International Workshop, MIG 2009 : Zeist, The Netherlands, November 21-24, 2009 : proceedings

Arjan Egges; Arno Kamphuis; Mark H. Overmars


Archive | 2008

Motion in Games: First International Workshop, MIG 2008, Utrecht, The Netherlands, June 14-17, 2008. Revised Papers

Arjan Egges; Arno Kamphuis; Mark H. Overmars

Collaboration


Dive into the Arno Kamphuis's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Julien Pettré

Centre national de la recherche scientifique

View shared research outputs
Top Co-Authors

Avatar

Jean-Paul Laumond

École Polytechnique Fédérale de Lausanne

View shared research outputs
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge