Skip to main content

From Geometry to Spatial Reasoning : Automatic Structuring of 3D Virtual Environments

  • Conference paper
Motion in Games (MIG 2011)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 7060))

Included in the following conference series:

Abstract

In this paper, we address the problem of automatically creating a meaningful spatial representation of 3D virtual environments, suitable for spatial reasoning. We propose a spatial analysis technique that distinguishes indoor, outdoor and covered parts of the environment. It also separates buildings into floors linked by stairs and represent floors as rooms linked by doorsteps. On this basis, we compute a natural hierarchical representation of the environment. We also demonstrate that this representation can be used to handle multi-criterion queries relating to spatial reasoning including zone selection and path planning.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Thomas, G., Donikian, S.: Modeling virtual cities dedicated to behavioral animation. Computer Graphics Forum (Proc. of Eurographics) 19 (2000)

    Google Scholar 

  2. Turner, A., Doxa, M., O’Sullivan, D., Penn, A.: From isovists to visibility graphs: a methodology for the analysis of architectural space. Planning and Design 28 (2001)

    Google Scholar 

  3. Latombe, J.: Robot motion planning. Kluwer Academic Publishers, Boston (1991)

    Book  MATH  Google Scholar 

  4. Arikan, O., Chenney, S., Forsyth, D.A.: Efficient multi-agent path planning. In: Computer Animation and Simulation 2001 (2001)

    Google Scholar 

  5. Bayazit, O.B., Lien, J.-M., Amato, N.M.: Roadmap-based flocking for complex environments. In: Pacific Conference on Computer Graphics and Applications (2002)

    Google Scholar 

  6. Geraerts, R., Overmars, M.H.: Creating high-quality roadmaps for motion planning in virtual environments. In: IEEE/RSJ International Conference on Intelligent Robots and Systems, IROS (2006)

    Google Scholar 

  7. Shao, W., Terzopoulos, D.: Environmental modeling for autonomous virtual pedestrians. In: Digital Human Modeling for Design and Engineering Symposium (2005)

    Google Scholar 

  8. Pettre, J., Laumond, J.P., Thalmann, D.: A navigation graph for real-time crowd animation on multilayered and uneven terrain. In: V-Crowds (2006)

    Google Scholar 

  9. Kallmann, M., Bieri, H., Thalmann, D.: Fully dynamic constrained delaunay triangulations. Geometric Modelling for Scientific Visualization (2003)

    Google Scholar 

  10. Mekni, M.: Hierarchical path planning for situated agents in informed virtual geographic environments. In: 3rd International Conference on simulation Tools and Techniques, SIMUTools (2010)

    Google Scholar 

  11. Lamarche, F., Donikian, S.: Crowd of virtual humans: a new approach for real time navigation in complex and structured environments. Computer Graphics Forum (Proc. of Eurographics) 23(3) (2004)

    Google Scholar 

  12. Kallmann, M.: Navigation Queries from Triangular Meshes. In: Boulic, R., Chrysanthou, Y., Komura, T. (eds.) MIG 2010. LNCS, vol. 6459, pp. 230–241. Springer, Heidelberg (2010)

    Chapter  Google Scholar 

  13. Demyen, D., Buro, M.: Efficient triangulation-based pathfinding. In: National Conference on Artificial Intelligence - AAAI (2006)

    Google Scholar 

  14. Paris, S., Donikian, S., Bonvalet, N.: Environmental abstraction and path planning techniques for realistic crowd simulation. In: Computer Agents and Social Agents (2006)

    Google Scholar 

  15. Farenc, N., Boulic, R., Thalmann, D.: Informed environement dedicated to the simulation of virtual humans in urban context. Computer Graphics Forum (Proc. of Eurographics) 18 (1999)

    Google Scholar 

  16. Jiang, H., Xu, W., Mao, T., Li, C., Xia, S., Wang, Z.: A semantic environment model for crowd simulation in multilayered complex environment. In: the 16th ACM Symposium on Virtual Reality Software and Technology (2009)

    Google Scholar 

  17. Mekni, M.: Automated Generation of Geometrically-Precise and Semantically-Informed Virtual Geographic Environments Populated with Spatially-Reasoning Agents. PhD thesis, Université Laval (2010)

    Google Scholar 

  18. Lamarche, F.: Topoplan: a topological path planner for real time human navigation under floor and ceiling constraints. Computer Graphics Forum 28(2) (2009)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2011 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Jorgensen, CJ., Lamarche, F. (2011). From Geometry to Spatial Reasoning : Automatic Structuring of 3D Virtual Environments. In: Allbeck, J.M., Faloutsos, P. (eds) Motion in Games. MIG 2011. Lecture Notes in Computer Science, vol 7060. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-25090-3_30

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-25090-3_30

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-25089-7

  • Online ISBN: 978-3-642-25090-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics