Method for animating characters, with collision avoidance based on tracing information
First Claim
Patent Images
1. A method to avoid collision, the method comprising:
- reading tracing information stored in a current cell of a terrain map in which a character is located, the tracing information comprising an entry angle of the character in the current cell;
advancing the character in accordance with a previous entry angle and a previous velocity of the character, when collision avoidance is not needed;
searching the current cell for at least one other character whose entry angle and velocity indicates a potential collision between the character and the at least one other character;
if the potential collision is indicated, computing a time-to-collision;
if the time-to-collision is outside a predetermined range, calculate a new velocity for the character using a reciprocal velocity obstacle operation; and
if the time-to-collision is within the predetermined range, calculate the new velocity for the character using an operation of a type different from the reciprocal velocity obstacle operation.
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Abstract
A method for determining a moving direction or moving velocity for a character in a group comprises reading tracing information from a cell in a terrain map on which the character is located, determining if collision avoidance is needed, and if a collision avoiding maneuver is necessary then updating the tracing information in the current terrain cell.
10 Citations
18 Claims
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1. A method to avoid collision, the method comprising:
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reading tracing information stored in a current cell of a terrain map in which a character is located, the tracing information comprising an entry angle of the character in the current cell; advancing the character in accordance with a previous entry angle and a previous velocity of the character, when collision avoidance is not needed; searching the current cell for at least one other character whose entry angle and velocity indicates a potential collision between the character and the at least one other character; if the potential collision is indicated, computing a time-to-collision; if the time-to-collision is outside a predetermined range, calculate a new velocity for the character using a reciprocal velocity obstacle operation; and if the time-to-collision is within the predetermined range, calculate the new velocity for the character using an operation of a type different from the reciprocal velocity obstacle operation. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A device to avoid collision, the device comprising:
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a memory for storing cells of a terrain map; and at least one processor configured to; read tracing information from a current cell of the terrain map in which a character is located the tracing information comprising an entry angle of the character in the current cell; advance the character according to a previous entry angle and a previous velocity of the character, when it is determined that collision avoidance is not needed; search the current cell for at least one other character whose entry angle and velocity indicates a potential collision between the character and the at least one other character; if the potential collision is indicated, compute a time-to-collision; if the time-to-collision is outside a predetermined range, calculate a new velocity for the character using a reciprocal velocity obstacle operation; and if the time-to-collision is within the predetermined range, calculate the new velocity for the character using an operation of a type different from the reciprocal velocity obstacle operation. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
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Specification