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Dive into the research topics where Roland Geraerts is active.

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Featured researches published by Roland Geraerts.


The International Journal of Robotics Research | 2007

Creating High-quality Paths for Motion Planning

Roland Geraerts; Mark H. Overmars

Many algorithms have been proposed that create a path for a robot in an environment with obstacles. Most methods are aimed at finding a solution. However, for many applications, the path must be of a good quality as well. That is, a path should be short and should keep some amount of minimum clearance to the obstacles. Traveling along such a path reduces the chances of collisions due to the difficulty of measuring and controlling the precise position of the robot. This paper reports a new technique, called Partial shortcut, which decreases the path length. While current methods have difficulties in removing all redundant motions, the technique efficiently removes these motions by interpolating one degree of freedom at a time. Two algorithms are also studied that increase the clearance along paths. The first one is fast but can only deal with rigid, translating bodies. The second algorithm is slower but can handle a broader range of robots, including three-dimensional free-flying and articulated robots, which may reside in arbitrary high-dimensional configuration spaces. A big advantage of these algorithms is that clearance along paths can now be increased efficiently without using complex data structures and algorithms. Finally, we combine the two criteria and show that high-quality paths can be obtained for a broad range of robots.


international conference on robotics and automation | 2010

Planning short paths with clearance using explicit corridors

Roland Geraerts

A central problem of applications dealing with virtual environments is planning a collision-free path for a character. Since environments and their characters are growing more realistic, a characters path needs to be visually convincing, meaning that the path is smooth, short, has some clearance to the obstacles in the environment, and avoids other characters. Up to now, it has proved difficult to meet these criteria simultaneously and in real-time. We introduce a new data structure, i.e. the Explicit Corridor Map, which allows creating the shortest path, the path that has the largest amount of clearance, or any path in between. Besides being efficient, the corresponding algorithms are surprisingly simple. By integrating the data structure and algorithms into the Indicative Route Method, we show that visually convincing short paths can be obtained in real-time.


Computer Animation and Virtual Worlds | 2007

The Corridor Map Method: A General Framework for Real-Time High-Quality Path Planning

Roland Geraerts; Mark H. Overmars

In many virtual environment applications, paths have to be planned for characters to traverse from a start to a goal position in the virtual world while avoiding obstacles. Contemporary applications require a path planner that is fast (to ensure real‐time interaction with the environment) and flexible (to avoid local hazards such as small and dynamic obstacles). In addition, paths need to be smooth and short to ensure natural looking motions.


foundations of digital games | 2009

Indicative routes for path planning and crowd simulation

Ioannis Karamouzas; Roland Geraerts; Mark H. Overmars

An important challenge in virtual environment applications is to steer virtual characters through complex and dynamic worlds. The characters should be able to plan their paths and move toward their desired locations, avoiding at the same time collisions with the environment and with other moving entities. In this paper we propose a general method for realistic path planning, the Indicative Route Method (irm). In the irm, a so-called indicative route determines a global route for the character, whereas a corridor around this route is used to handle a broad range of other path planning issues, such as avoiding characters and computing smooth paths. As we will show, our method can be used for real-time navigation of many moving characters in complicated environments. It is fast, flexible and generates believable paths.


Computer Animation and Virtual Worlds | 2012

Real-time density-based crowd simulation

Wouter van Toll; Atlas F. Cook; Roland Geraerts

Virtual characters in games and simulations often need to plan visually convincing paths through a crowded environment. This paper describes how crowd density information can be used to guide a large number of characters through a crowded environment. Crowd density information helps characters avoid congested routes that could lead to traffic jams. It also encourages characters to use a wide variety of routes to reach their destination. Our technique measures the desirability of a route by combining distance information with crowd density information. We start by building a navigation mesh for the walkable regions in a polygonal two‐dimensional (2‐D) or multilayered three‐dimensional (3‐D) environment. The skeleton of this navigation mesh is the medial axis. Each walkable region in the navigation mesh maintains an up‐to‐date density value. This density value is equal to the area occupied by all the characters inside a given region divided by the total area of this region. These density values are mapped onto the medial axis to form a weighted graph. An A* search on this graph yields a backbone path for each character, and forces are used to guide the characters through the weighted environment. The characters periodically replan their routes as the density values are updated. Our experiments show that we can compute congestion‐avoiding paths for tens of thousands of characters in real‐time. Copyright


intelligent robots and systems | 2006

Creating High-quality Roadmaps for Motion Planning in Virtual Environments

Roland Geraerts; Mark H. Overmars

Our goal is to create road maps that are particularly suited for motion planning in virtual environments. We use our reachability roadmap method to compute an initial, resolution complete roadmap. This roadmap is small which keeps query times and memory consumption low. However, for use in virtual environments, there are additional criteria that must be satisfied. In particular, we require that the roadmap contains useful cycles. These provide short paths and alternative routes which allow for variation in the routes a moving object can take. We will show how to incorporate such cycles. In addition, we provide high-clearance paths by retracting the edges of the roadmap to the medial axis. Since all operations are performed in a preprocessing phase, high-quality paths can be extracted in real-time as is required in interactive applications


international conference on robotics and automation | 2004

Clearance based path optimization for motion planning

Roland Geraerts; Mark H. Overmars

Many motion planning techniques, like the probabilistic roadmap method (PRM), generate low quality paths. In this paper, we study a number of different quality criteria on paths in particular length and clearance. We describe a number of techniques to improve the quality of paths. These are based on a new approach to increase the path clearance. Experiments showed that the heuristics were able to generate paths of a much higher quality than previous approaches.


Robotics and Autonomous Systems | 2006

Sampling and node adding in probabilistic roadmap planners

Roland Geraerts; Mark H. Overmars

The probabilistic roadmap approach is one of the leading motion planning techniques. Over the past decade the technique has been studied by many different researchers. This has led to a large number of variants of the approach, each with its own merits. It is difficult to compare the different techniques because they were tested on different types of scenes, using different underlying libraries, implemented by different people on different machines. In this paper we provide a comparative study of a number of these techniques, all implemented in a single system and run on the same test scenes and on the same computer. In particular we compare collision checking techniques, sampling techniques, and node adding techniques. The results were surprising in the sense that techniques often performed differently than claimed by the designers. The study also showed how difficult it is to evaluate the quality of the techniques. The results should help future users of the probabilistic roadmap planning approach in deciding which technique is suitable for their situation. c 2005 Elsevier B.V. All rights reserved.


intelligent robots and systems | 2011

Navigation meshes for realistic multi-layered environments

Wouter van Toll; Atlas F. Cook; Roland Geraerts

Virtual characters often need to plan visually convincing paths through a complicated environment. For example, a traveler may need to walk from an airport entrance to a staircase, descend the staircase, walk to a shuttle, ride the shuttle to a destination, ride an elevator back to the ground floor, and finally move on the ground floor again to reach the desired airplane. Most previous research only supports path planning in a single plane because the underlying data structures are two-dimensional. The goal of this paper is to permit visually convincing paths to be efficiently computed in a multi-layered environment such as an airport or a multi-storey building. We describe an algorithm to create a navigation mesh, and our implementation demonstrates the feasibility of the approach.


international conference on robotics and automation | 2007

The Corridor Map Method: Real-Time High-Quality Path Planning

Roland Geraerts; Mark H. Overmars

A central problem in robotics is planning a collision-free path for a moving object in an environment with obstacles. Contemporary applications require a path planner that is fast (to ensure real-time interaction with the environment) and flexible (to avoid local hazards). In addition, paths need to be smooth and short. We propose a new framework, the corridor map method, which meets these requirements.

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