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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorGeraerts, R.J.
dc.contributor.authorRoumimper, N.
dc.date.accessioned2017-04-25T17:02:33Z
dc.date.available2017-04-25T17:02:33Z
dc.date.issued2017
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/25773
dc.description.abstractThe motion planning problem has been applied to a wide variety of fields and contexts. However, very few solutions to this problem combine multiple modes of motion. This report explores the motion planning problem in a three-dimensional environment where the character can not only walk on all available surfaces, but also jump between different surfaces. We take a more fundamental approach than much of the practically oriented work in the field. Starting from a set of physics-based axioms, we establish the definitions of minimal and optimal jumps between any two points. By extending these concepts to three-dimensional line segments, we define the jump link minimal velocity and jump link minimal arc length, which are two concrete heuristics for connectivity and optimality. Combined with special case definitions for projected edges, this allows us to provide a practical implementation of a jump link. We then provide notes on the results’ usage in practice. The usage of jump links in a path planning algorithm is left for future work.
dc.description.sponsorshipUtrecht University
dc.format.extent2519839
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleMesh Navigation Through Jumping
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordspath planning; navigation; motion planning; jumping; jump link
dc.subject.courseuuArtificial Intelligence


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