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Mark Overmars - IEEE Xplore Author Profile

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Recent advancements in local methods have significantly improved the collision avoidance behavior of virtual characters. However, existing methods fail to take into account that in real life pedestrians tend to walk in small groups, consisting mainly of pairs or triples of individuals. We present a novel approach to simulate the walking behavior of such small groups. Our model describes how group ...Show More
Virtual worlds are nowadays commonly used in interactive applications, like computer games and simulations. Typically, such worlds are populated by a large number of virtual characters. On one hand, these characters have global goals with respect to the environment and thus, they must be able to plan their paths toward their desired locations. On the other hand, they should try to avoid collisions...Show More
In this paper we present a new method for kinodynamic motion planning in environments that contain both static and moving obstacles. We present an efficient two-stage approach: in the preprocessing phase, it constructs a roadmap that is collision-free with respect to the static obstacles and encodes the kinematic constraints on the robot. In the query phase, it plans a time-optimal path on the roa...Show More
This paper addresses the problem of path planning in environments in which some of the obstacles can change their positions. It uses the popular PRM method for navigating a robot through an environment. One of the key features of PRM is that it moves the major part of the calculations involved in the path planning process to the preprocessing phase. After that, paths can be extracted very quickly ...Show More
This paper addresses the problem of maneuvering an object by pushing it through an environment with obstacles. Instead of only pushing the object through open areas, we also allow it to use compliance, e.g., allowing it to slide along obstacle boundaries. Using compliance has a number of advantages: it extends the number of situations in which a manipulation plan can be found, it allows for simple...Show More
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 require...Show More
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 th...Show More
This paper addresses the problem of maneuvering an object by pushing it through an environment with obstacles. Instead of only pushing the object through open spaces, we also allow it to use compliance, e.g. allowing it to slide along obstacle boundaries. The advantage of using compliance is twofold: compliance does not only extend the number of situations in which a push plan can be found, it als...Show More
The last decade, sampling based planners like the Probabilistic Roadmap Method have proved to be successful in solving complex motion planning problems. We give a reachability based analysis for these planners which leads to a better understanding of the success of the approach and enhancements of the techniques suggested. This also enables us to study the effect of using new local planners.Show More
We consider the path planning problem for a robot that pushes a disk shaped object in an environment among obstacles. Instead of only allowing the object to move through the free space, we also allow the object to slide along the boundaries of the environment using compliance, extending the possibilities for the robot to find a push path. We present an exact algorithm that, given a path for the ob...Show More
In robot motion planning, many algorithms have been proposed that create a path for a robot in an environment with obstacles. Since it can be hard to create such paths, most algorithms are aimed at finding a solution. However, for most applications the paths must be of a good quality as well. That is, paths should preferably be short, be smooth, and should preserve some clearance from the obstacle...Show More
In this paper we introduce a method based on the probabilistic roadmap (PRM) planner to construct robust roadmaps for motion planning in changing environments. PRM's are usually aimed at static environments. In reality though, many environments are not static, but contain moving obstacles as well. Often the motion of these obstacles is not unconstrained, but is restricted to some confined area, e....Show More
In this paper we address the problem of motion planning for multiple robots. We introduce a prioritized method, based on a powerful method for motion planning in dynamic environments, recently developed by the authors. Our approach is generically applicable: there is no limitation on the number of degrees of freedom of each of the robots, and robots of various types - for instance free-flying robo...Show More
In this paper, a new method is presented for motion planning in dynamic environments, that is, finding a trajectory for a robot in a scene consisting of both static and dynamic, moving obstacles. We propose a practical algorithm based on a roadmap that is created for the static part of the scene. On this roadmap, an approximately time-optimal trajectory from a start to a goal configuration is comp...Show More

Learning object-oriented design by creating games

M. Overmars

IEEE Potentials
Year: 2005 | Volume: 23, Issue: 5 | Magazine Article |
Cited by: Papers (13)
Playing computer games is a popular recreational activity for young people. Creating a state-of-the-art commercial computer game is an incredibly difficult task. Writing a game like Pac-Man from scratch in a modern programming language is still difficult. Fortunately, several currently available tools make game creation easier. These tools can be used to create more complex games, but they offer o...Show More

Learning object-oriented design by creating games

M. Overmars

Year: 2005 | Volume: 23, Issue: 5 | Magazine Article |
In this paper a new method is presented for motion planning in dynamic environments, that is, finding a trajectory for a robot in a scene consisting of both static and dynamic, moving obstacles. We propose a practical algorithm based on a roadmap that is created for the static part of the scene. On this roadmap an approximate time-optimal trajectory from a start to a goal configuration is computed...Show More

Teaching computer science through game design

M. Overmars

Computer
Year: 2004 | Volume: 37, Issue: 4 | Magazine Article |
Cited by: Papers (86)
Playing computer games is a popular recreational activity for young people. Not surprisingly, many of these enthusiasts dream that one day they will develop computer games themselves. Developing computer games involves many aspects of computing, including computer graphics, artificial intelligence, human-computer interaction, security, distributed programming, simulation, and software engineering....Show More

Teaching computer science through game design

M. Overmars

Year: 2004 | Volume: 37, Issue: 4 | Magazine Article |
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 ...Show More
The probabilistic roadmap (PRM) planner is a popular method for robot motion planning problems with many degrees of freedom. However, it has been shown that the method performs less well in situations where the robot has to pass through a narrow passage in the scene. This is mainly due to the uniformity of the sampling used in the planner; it places many samples in large open regions and too few i...Show More
Over the last decade, the probabilistic road map method (PRM) has become one of the dominant motion planning techniques. Due to its random nature, the resulting paths tend to be much longer than the optimal path despite the development of numerous smoothing techniques. Also, the path length varies a lot every time the algorithm is executed. We present a new technique that results in higher quality...Show More
Motion planning for multiple entities is a challenging problem in today's 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 technique...Show More
Moving a camera through a (virtual or real) environment is a complicated task. Often a user is given direct control of the camera. Such direct control is difficult for inexperienced users and results in rather ugly camera motions that easily lead to motion sickness. In this paper we describe a new technique for automatic generation of camera motion using motion planning techniques from robotics. W...Show More
A common task in automated manufacturing processes is to orient parts prior to assembly. We consider sensorless orientation of an asymmetric polyhedral part by a sequence of push actions, and show that is it possible to move any such part from an unknown initial orientation into a known final orientation if these actions are performed by a jaw consisting of two orthogonal planes. We also show how ...Show More
We study the problem of fixturing a chain of hinged objects in a given placement with frictionless point contacts. We define the notions of immobility and robust immobility - which are comparable to the second and first order immobility for a single object - to capture the intuitive requirement for the fixture of a chain of hinged objects. Robust immobility differs from immobility in that it addit...Show More
This paper addresses the problem of path planning for a free-flying object in a (three-dimensional) environment that contains both obstacles and so-called danger zones. The path should (obviously) avoid collisions with the obstacles. The path is allowed to intersect with the danger zones, but this should be avoided as much as possible. We show that under some mild conditions, a path always exists ...Show More