Abstract
A relatively new area within the field of path planning deals with computing a stealthy path for a character moving in a virtual environment. Besides efficiently obtaining a path that is collision-free, short and smooth, the added difficulty is that the path must have little or no exposure to observers. We propose a new algorithm for computing such a path in the plane, and show that real-time performance can be achieved.
Original language | English |
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Title of host publication | Computer Animation and Social Agents |
Publication status | Published - 2010 |