A-star algorithm based path planning for the glasses-free three-dimensional display system
Bin Feng Yang, Xinzhu Sang, Shujun Xing, Huilong Cui, Binbin Yan, Chongxiu Yu, Wenhua Dou, Liquan Xiao
Abstract
Bin Feng Yang, Xinzhu Sang, Shujun Xing, Huilong Cui, Binbin Yan, Chongxiu Yu, Wenhua Dou, Liquan Xiao
Abstract
A-Star (A*) algorithm is a heuristic directed search algorithm to evaluate the cost of moving along a particular path in the search space, which can get the shortest path. Here, path planning between any two points on the map is carried out. The STAGE tool is used to manually add way points on the map and determine their spatial location. The adjacent waypoint with a waypoint ID is connected by the line segment to form the navigation graph. A* algorithm can search the navigation graph to find the shortest path from a starting point to the destination. The A* algorithm can restart searching for path from a certain point, and the complex path can be divided in a plurality of frames. Since the navigation graph consists of the movable space, it is considered the obstacle formed by static objects in the scene, and collision detection between the character and static objects is not considered. A-star algorithm based path planning is experimentally demonstrated on a glasses-free three-dimensional display equipment, so that 3D effect of path finding can be perceived.
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A-Star (A*) algorithm is a heuristic directed search algorithm to evaluate the cost of moving along a particular path in the search space, which can get the shortest path. Here, path planning between any two points on the map is carried out. The STAGE tool is used to manually add way points on the map and determine their spatial location. The adjacent waypoint with a waypoint ID is connected by the line segment to form the navigation graph. A* algorithm can search the navigation graph to find the shortest path from a starting point to the destination. The A* algorithm can restart searching for path from a certain point, and the complex path can be divided in a plurality of frames. Since the navigation graph consists of the movable space, it is considered the obstacle formed by static objects in the scene, and collision detection between the character and static objects is not considered. A-star algorithm based path planning is experimentally demonstrated on a glasses-free three-dimensional display equipment, so that 3D effect of path finding can be perceived.
Key concepts: Waypoint, Computer science, Any-angle path planning, A* search algorithm, Shortest path problem, Motion planning, Path (computing), Widest path problem