Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs

Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs
Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs

Real-Time Path Planning in Dynamic

Virtual Environments Using Multiagent

Navigation Graphs

Avneesh Sud,Erik Andersen,Sean Curtis,Ming C.Lin,Member,IEEE,and Dinesh Manocha Abstract—We present a novel approach for efficient path planning and navigation of multiple virtual agents in complex dynamic scenes.We introduce a new data structure,Multiagent Navigation Graph(MaNG),which is constructed using first-and second-order Voronoi diagrams.The MaNG is used to perform route planning and proximity computations for each agent in real time.Moreover, we use the path information and proximity relationships for the local dynamics computation of each agent by extending a social force model[15].We compute the MaNG using graphics hardware and present culling techniques to accelerate the computation.We also address undersampling issues and present techniques to improve the accuracy of our algorithm.Our algorithm is used for real-time multiagent planning in pursuit-evasion,terrain exploration,and crowd simulation scenarios consisting of hundreds of moving agents, each with a distinct goal.

Index Terms—Crowd simulation,Voronoi diagram,motion planning.

?

1I NTRODUCTION

C ROWDS,ubiquitous in the real world from groups of

humans to schools of fish,are vital features to model in a virtual environment.The realistic simulation of virtual crowds has diverse applications in architecture design, emergency evacuation,urban planning,personnel training, education,and entertainment.Existing work in this area can be broadly classified into agent-based methods that focus more on individual behavior and crowd simulations that aim to exhibit emergent phenomena of the groups.

In this paper,we address the problem of real-time collision-free navigation of agents moving in a complex virtual environment.Since individuals constantly adjust their behavior according to dynamic factors(for example, another approaching individual)in the environment,agent-based techniques that focus on modeling individual behaviors and intents offer many attractive benefits.They often result in more realistic and detailed simulations.One of the key challenges in a large-scale agent-based simulation is global path planning along with local collision avoidance for each virtual agent.The path planning problem can become very challenging for real-time applications with a large group of moving virtual characters,as each character is a dynamic obstacle for other agents.Many prior techniques are either restricted to static environments or perform only local collision avoidance computations.The latter can result in unnatural behavior or“getting stuck”in local minima.Theseproblems tend to be more prominent in dynamic scenes with multiple moving virtual agents.

Main Results.In this paper,we present a novel real-time algorithm for path planning and navigation of multiple virtual agents in a dynamic environment.We introduce a new data structure called“multiagent navigation graph”(MaNG)and compute it efficiently using GPU-accelerated discrete Voronoi diagrams.Voronoi diagrams have been widely used for path planning computations in static environments[7],[22],and we extend these approaches to dynamic environments.Moreover,we present techniques for local dynamics computation of each agent by extending the model by Helbing et al.[15]and use the proximity relationships computed by MaNG.

Voronoi diagrams capture the connectivity of the space and provide a path of maximal clearance for a robot from other obstacles.In order to use Voronoi diagrams for multiple moving agents in a dynamic scene,prior approaches compute the Voronoi diagram for each agent separately and treat the other agents and the environment as obstacles. This approach can become costly as the number of virtual agents increases.Instead,we compute the second-order Voronoi diagram of all the obstacles and agents and show that the second-order Voronoi diagram provides pairwise proximity information for all the agents simultaneously.We combine the first-and second-order Voronoi graphs to compute the MaNG for global path planning of multiple virtual agents.Given n dynamic agents,the computational complexity of computing the second-order Voronoi diagram and the MaNG on a discrete grid of resolution m?m is Oem2tn log mT,which is identical to the complexity of computing a first-order discrete Voronoi diagram.Therefore, the computation of global paths using the MaNG is

. A.Sud is with Microsoft Corporation,One Microsoft Way,Redmond,

WA98052.E-mail:avneesh.sud@https://www.360docs.net/doc/1e7047735.html,.

. E.Andersen is with the University of Washington,Computer Science and

Engineering Deparment,185Stevens Way AC101,Paul G.Allen Center

Box352350,Seattle,WA98195-2350.E-mail:eland@https://www.360docs.net/doc/1e7047735.html,.

.S.Curtis,M.C.Lin,and D.Manocha are with the Department of

Computer Science,University of North Carolina,Chapel Hill,

NC27599-3175.E-mail:{seanc,lin,dm}@https://www.360docs.net/doc/1e7047735.html,.

Manuscript received17July2007;revised1Nov.2007;accepted18Dec.

2007;published online17Jan.2008.

Recommended for acceptance by B.Sherman and A.Steed.

For information on obtaining reprints of this article,please send e-mail to:

tvcg@https://www.360docs.net/doc/1e7047735.html,,and reference IEEECS Log Number

TVCGSI-2007-07-0086.

Digital Object Identifier no.10.1109/TVCG.2008.27.

1077-2626/08/$25.00?2008IEEE Published by the IEEE Computer Society

more efficient than separately computing n first-order Voronoi diagrams.

The MaNG computes paths of maximal clearance for a group of moving agents with different goals simultaneously and does not require a separate path planning data structure for each virtual agent.Given the global path for each agent,we also compute the local dynamics for each agent to follow the path generated using MaNG.Our local dynamics model is based on a generalized potential field method and the model by Helbing et al.[15]for capturing emergent phenomenon in real-world crowd motion.Since the MaNG captures pairwise proximity information,we demonstrate that paths computed using the MaNG directly result in collision avoidance among multiple agents.This approach also reduces the number of pairwise proximity tests that need to be performed for local dynamics computation.Furthermore,the MaNG provides paths of maximal clearance,thus resulting in a better coverage of the agents over the environment.

We compute a discrete approximation of the graph structure by using the rasterization hardware and propose an adaptive culling technique to accelerate the computation. We also address the undersampling issues that arise due to discretization and present techniques to improve the accuracy.Some of our key results include

1.a new global data structure,the MaNG for parallel

computation of maximal clearance paths among

multiple virtual agents moving independently,

2.interactive global path planning and local collision

avoidance for multiple virtual agents,each with

a possibly different goal,in a complex virtual

environment,

3.an improved model for local dynamics computation

of each virtual agent and techniques to generate

smooth and more natural motion that is similar to

real crowds,

4.a fast two-pass algorithm with adaptive culling to

compute a discrete MaNG using GPUs,and

5.efficient techniques to handle spatial undersampling

issues in the MaNG computed from a discrete grid.

Our overall approach is scalable for global path planning of multiple dynamic agents in a complex virtual world. Although our approach is specifically well suited for simulating multiple virtual agents with distinct intentions,it can also be used in conjunction with crowd simulation. We have demonstrated our algorithm on three challenging scenarios:a pursuit-evasion game of many fruit pickers chased by farmers,a crowd simulation,and terrain exploration by robot rovers.In each of these environments, our algorithm is able to perform real-time global path planning and collision avoidance simultaneously for hun-dreds of virtual agents with distinct goals.

Organization.The rest of the paper is organized as follows:Section2reviews prior literature in related areas. In Section3,we define our notation and give an overview of our approach.We introduce our data structure,MaNG, and show how it can be used for path planning of multiple agents in Section4.We describe our algorithm for computing the local dynamics of multiple agents in Section5.Section6 describes our algorithm for computing the MaNG in real-time using GPUs.We describe the implementation and highlight three applications of our planning algorithm to complex virtual environments in Section7and analyze the algorithm performance in Section8.

2R ELATED W ORK

In this section,we briefly survey related work on multiagent simulation and Voronoi diagrams for path planning.

2.1Multiple-Agent Simulation

Agent-based methods such as the seminal work of Reynolds[32]generate fast simple local rules that can create visually plausible flocking behavior.Numerous extensions that account for social forces[8],psychological models[30], directional preferences[39],sociological factors[26],etc., have been proposed.Interesting techniques for collision avoidance have also been developed based on grid-based rules[24]and behavior models[43].

Most agent-based techniques perform local collision avoidance.However,global path planning techniques are needed to provide goal-seeking capability.In practice,global planning algorithms typically use graph search techniques for each agent[3],[12],[21],[40].Pettre et al.[31]proposed a graph structure that decomposes the space into multilayered terrains to support fast graph search for multiple characters. Multiagent path planning has also been investigated extensively in robotics,mostly for performing collaborative tasks[4],[23],[29].

Fig.1.Fruit stealing simulation.A simulation of96fruit pickers(with yellow hair)in an orchard with64,000fruits(dark blue and purple)on64trees (brown trunks),and four farmers(in white shirts).Each agent maintains an independent goal.(a)Initial top view of the orchard.(b)Top view during the middle of simulation with many fruits collected.(c)Perspective view of the same time step.Our MaNG-based algorithm can perform path planning at8fps on a high-end PC.

2.2Voronoi Diagrams and Path Planning

The Voronoi diagram is a fundamental proximity data structure used in computational geometry and related areas[27].Generalized Voronoi diagrams(GVDs)of polygonal models have been widely used for motion planning[6],[22].The Voronoi region boundaries in the GVD represent the connectivity of the space.Moreover, they are used to compute paths of maximal clearance between a robot and the obstacles based on potential field approaches[5],[18]or to bias the sample generation for a randomized planner[11],[14],[45].However, sampling-based methods are limited to static environments, and the potential-field-based planners have been used for 2D environments with very few robots or agents.

A disadvantage of using the GVD is the practical complex-ity of computing it efficiently and robustly.Hence,several approaches have been proposed to compute an approxima-tion of the GVD.Vleugels and Overmars[44]use adaptive spatial subdivision.Choset and Burdick[6]define a related structure called hierarchical generalized Voronoi graph,which is computed using continuation methods.Wilmarth et al.[45] compute points on the GVD without explicitly computing a representation of the entire set.Another set of approaches computes a discrete Voronoi diagram on a uniform grid using graphics hardware[17],[38],[9].

2.3Crowd Dynamics

There is an extensive amount of literature on crowd simulation and dynamics in computer graphics,as well as architecture,psychology,social sciences,and civil and traffic engineering.Many different approaches have been proposed for modeling crowd movement and simulation [33],[41],[25],[34].At a broad level,they can be classified based on problem decomposition(discrete versus contin-uous),stochastic versus deterministic,etc.Discrete methods rely on the discretization of the environment or of the agents.Some common approaches include agent-based methods[32],cellular-automata methods[20],[24],and particle dynamics[33],[16].In particular,our local dynamics model is based on the generalized social force model presented by Helbing et al.[15].In this approach,physical forces similar to an N-body particle system are computed for each agent. This model by Helbing et al.[15]has previously been applied to simple scenarios and can result in agents getting stuck in a local minimum for more complex environments.We extend that approach to handle complex scenarios and perform global path computations.Recently,a novel approach for crowd simulation based on continuum dynamics has been proposed by Treuille et al.[42].This work computes a dynamic potential field that simultaneously integrates global navigation with local obstacle avoidance.The resulting system runs at interactive rates and demonstrates smooth traffic flows for three to four groups of large crowds, where each group has common goals.We provide detailed comparisons with prior approaches in Section8.

3B ACKGROUND AND N OTATION

In this section,we introduce the notation used in the paper, give a background on Voronoi-diagram-based motion planning and crowd dynamics,and present an overview of our approach.3.1Notation

A geometric primitive or an object(in three dimensions) is called a site.In our work,a site refers to a point,an open edge,an open triangle,or a connected polygonal object,and we restrict ourselves to2D environments.An entity for which a path needs to be computed is called an agent(or a robot).All obstacles and agents are represented as sites.The center of mass of a site p i is denoted as ep iT. The interior and boundary of a set S are denoted InteSTand@S,respectively.

Given a site p i,the scalar distance function deq;p iTdenotes the distance from the point q2I R n to the closest point on p i.Given a set of sites P in domain D and a subset T of P,with j T j?k,the k th order Voronoi region is the set of points closer to a site in T than to any other site: Vor keT j PT?q2D j deq;p iTdeq;p jT8p i2T;p j2P n T

èé

: The k th order Voronoi diagram is a partition of the domain D into the k th order Voronoi regions:

VD kePT?

[

p i2P

Vor keT;PT;j T j?k:

The standard Voronoi diagram is the same as the first-order Voronoi diagram VD1ePT.In this paper,we mainly use the first-and second-order Voronoi diagrams,denoted as VD1ePTand VD2ePT,respectively.A first-order Voronoi region Vor1ep i j PTcontains points closest to site p i,and the second-order Voronoi region Vor2ef p i;p j gj PTcontains points that are closest to two sites p i and p j.For ease of notation,we drop the superscript for the first-order Voronoi diagram VDePT.The complement of a subdomain X is denoted as X c and given by D n X.

The set of closest k-tuples of sites to a point is called the k th order governor set.For a point q2D,let the set of closest k-tuples of sites be U?f T0;...;T m g,j T i j?k,that is, q2Vor keT i j PT.Then,the k th order governor set of q is denoted as Gov keq j PT?U.The first-order governor set is the set of closest sites,while the second-order set of a point is the set of closest pairs of sites.

In2D,the boundaries of Voronoi regions consist of Voronoi edges that are subsets of the bisector between two sites,and Voronoi vertices are equidistant from three or more sites.The arrangement of all Voronoi edges and vertices in the k th order Voronoi diagram is called the k th order Voronoi graph,denoted VG kePT.Formally,VG kePT?eV;ET, where

V?v2D j j Gov k v j P

eTj!3

èé

;

E?

è

e j e?ev1;v2T;v12V;v22V;9connected curve c;s:t:

c?Vor k p i j P

eT\Vor kep j j PT;v12c;v22c

é

:

The k th order Voronoi diagram is closely related to the k th nearest neighbor diagram.The k th nearest neighbor diagram is the partition of D into k th nearest neighbor regions.The k th nearest neighbor region of site p i is the set of points for which p i is the k th nearest site.Similarly,the arrangement of the vertices and edges in the k th nearest neighbor diagram is called the k th nearest neighbor graph,denoted NG kePT. Examples of the first-and second-order Voronoi diagrams, Voronoi graphs,and nearest neighbor diagrams are shown in Fig.2.The first-nearest neighbor diagram is identical to the

SUD ET AL.:REAL-TIME PATH PLANNING IN DYNAMIC VIRTUAL ENVIRONMENTS USING MULTIAGENT NAVIGATION GRAPHS3

first-order Voronoi diagram.Further properties of higher order Voronoi diagrams are presented in [10]and [27].

3.2Motion Planning Using Voronoi Diagrams

Voronoi diagrams have been used in motion planning including road-map computation for global approaches and sample generation for randomized approaches or combined with potential field methods for local planners.The set of sites P is the set of obstacles,and the Voronoi diagram of the workspace VD eP Tis computed.The Voronoi graph VG eP Tcaptures the connectivity of the workspace and provides paths of maximal clearance between the obstacles.The Voronoi vertices closest to the robot and goal are classified as source and destination,and the minimum weight path is then computed.

For complex 3D environments,an approximate Voronoi diagram is computed.The computation of discrete Voronoi diagrams and discrete Voronoi graphs can be accelerated using GPUs and has been used for motion planning in dynamic 2D [19]and 3D environments [38].The Voronoi vertex closest to the agent is set as an intermediate goal,and the Voronoi diagram is recomputed as the obstacles move.However,these approaches are inefficient for computing the path of multiple agents in a dynamic environment.For an agent p i ,the remaining agents need to be considered as obstacles,that is,the set of obstacles is P n f p i g .Hence,to compute the path for agent p i ,the modified Voronoi graph VG eP n f p i gTneeds to be computed.Therefore,the cost of computing the path for all agents is O enc T,where n is the number of agents,and O ec Tis the cost of computing each modified Voronoi graph VG eP n p i Tfor 1 i n .

3.3Crowd Dynamics

In addition to global path planning,we also compute the local dynamics for each agent in the overall simulation.Our dynamics computation model builds upon the vast literature on pedestrian dynamics in psychology,transporta-tion science,and civil and traffic engineering.One of the key underlying behavioral characteristics in pedestrian dynamics is the principle of least effort [46].This implies that among all available options (for example,accelerating,decelerating,changing direction,or doing nothing),a pedestrian or agent tries to choose the option that will yield the smallest predicted disutility .An agent will try to adapt to its environment or will try to change the environ-ment to suit its needs,if easier.Under this assumption,the flow of agents self-evolves into a user-equilibrium state with the emergence of several interesting collective effects

at various scales and densities of crowds [15].Examples of such emergent phenomena include dynamics lane forma-tion,oscillations at bottlenecks,banding patterns at intersec-tions,trail following,and panic effects.However,most of the prior work simulates crowd dynamics in localized environments (for example,corridors and intersections)and does not guarantee global goal seeking in complex dynamic environments.We would like to provide a global collision-free path for each agent in dynamic https://www.360docs.net/doc/1e7047735.html,ing the MaNG,our approach provides a global path in addition to local collision avoidance.

3.4Overview

Our approach for motion planning of multiple agents uses the first-and second-order Voronoi diagrams to compute a global navigation data structure,the MaNG.The MaNG can be considered as the union of the first-and the second-order Voronoi graphs and is formally presented in Section 4.We treat each agent as a site (in addition to other obstacles in the environment),and the MaNG is computed.The MaNG can be computed in time O ec Tand provides a path of maximal clearance for each agent,where O ec Tis the cost of computing each modified Voronoi graph (see Section 3.2).In addition,we compute the proximity information from the second-order Voronoi diagram [36]and apply it within a potential-field-based simulator based on the “generalized social force”model [15],which provides for adding smooth natural motions as observed in human crowds.In this model,different physical interactions among the agents such as obstacle avoidance,grouping,and goal seeking are modeled using potential forces.We integrate this force model with our MaNG-based planner.The global path is computed using the MaNG,and we add a road-map force to guide the agent along its path.We also exploit proximity information from the MaNG to avoid interagent collisions.

4

M ULTIAGENT P LANNING U SING H YBRID V ORONOI S TRUCTURES

In this section,we introduce the MaNG and demonstrate its application to multiple-agent planning.We combine them with a local dynamics model for multiagent simulation in Section 5.

4.1Multiagent Navigation Graph

In multiagent planning,each moving agent represents a dynamic obstacle for the remaining agents.Hence,our goal is to compute a global navigation data structure that

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Fig.2.Voronoi diagrams and Voronoi graphs.Eight point sites consisting of three obstacles (shown in white)and five agents (shown in black).(a)First-order Voronoi diagram.(b)Second-order Voronoi diagram of the eight sites.Each region is closer to a pair of sites than to any other site.(c)Second-nearest neighbor diagram.Each region has the same site as the second-closest site.(d)Second-nearest neighbor graph.Red edges denote edges from the first-order Voronoi graph;black edges are edges from the second-order Voronoi graph.(e)The MaNG for the five agents,which is a subset of the second-nearest neighbor graph.

provides the clearance and proximity information for each agent.In particular,for each agent,we want to compute a proximity graph that provides maximal clearance to the obstacles and remaining agents.We partition the set of sites P into two subsets—the set of obstacles P o and the set of agents P a .The MaNG,denoted MG eP T,is a union of the first-order Voronoi graph VG 1eP Tand a subset of the second-order Voronoi graph VG 2eP T.The subset of VG 2eP Tis the intersection of VG 2eP Tand the Voronoi regions Vor ep i j P Tof all agents.Formally

MG eP T?eV ;E T;where

V ?v j v 2V 1[V 2\Vor ep i j P Tàá8p i 2P a èé

;

E ?e j e 2E 1[E 2\Vor ep i j P Tàá8p i 2P a èé

;VG 1eP T?eV 1;E 1Tand VG 2eP T?eV 2;E 2T:

MG eP Tconsists of vertices and edges from the first-and second-order Voronoi graphs VG 1eP Tand VG 2eP T.Some vertices in MG eP Tare common to both VG 1eP Tand VG 2eP T;however,VG 1eP Tand VG 2eP Tdo not share any edge [27].We assign a color to each edge and vertex in MG eP Tbased on its membership in VG 1eP Tor VG 2eP T.Edges from VG 1eP Tare colored red ,and edges from VG 2eP Tare colored black .Further,vertices in VG 1eP Tare colored red,and vertices in VG 2eP Tn VG 1eP Tare colored black.Finally,each edge in the MaNG is assigned a weight based on the cost of traveling that segment.Details on weight computation are presented in Section 6.A 2D example of the MaNG for some point agents and obstacles is shown in Fig.2.

MG eP Tis closely related to the second-nearest neighbor graph NG 2eP T.In particular,we use the following result about their relationship.

Lemma 1.Given a set of sites P ,the second-nearest neighbor graph NG 2eP T,and the MaNG MG eP T:

.MG eP T NG 2eP T.

.

Given an edge e 2MG eP Tincident on two second-nearest neighbor regions of sites p i and p j .For any point x 2Int ee T,d ex ;p i T?d ex ;p j T?d ex ;P T)e 2VG 1eP T.d ex ;p j T?d ex ;p i T)e 2VG 2eP T.

Proof.Let MG eP T?eV ;E Tand NG 2eP T?eE 0;V 0T.We shall show that E E 0and V V 0.Let e 2E be any edge in the MaNG.Then,we have two cases:

1.

e 2E 1(e belongs to VG 1eP T).Let Gov 1ee T?

f p i ;p j

g be the governors of e .Then,e @Vor 1ep i j P T.For any point x 2e ,d ex ;p i T?d ex ;p j T?d ex ;P T(by the definition of VG 1eP T).Consider the region X ?Vor 1ep i j P T\Vor 2ef p i ;p j gj P T.Further,for any point in X ,p j is the second-closest site,and X is a subset of the second-nearest neighbor region of p j .Since e @eX T,e 2E 0.In particular,e is a red edge in MaNG,shown in Figs.2d and 2e.

2.

e 2E 2(e belongs to VG 2eP T).Each edge in VG 2eP Tis contained entirely in a first-order Voronoi region [27].Let e &Vor 1ep i j P T.Since e is incident on two second-nearest neighbor regions o

f sites p i and p j ,f p i ;p j

g forms one governor pair of e .Consider the region

X ?Vor 1ep i j P T\Vor 2ef p i ;p j gj P T.For any point in X ,p j is the second-closest site,and X is a subset of the second-nearest neighbor region of p j .Since e @eX T,e 2E 0.Further,since Int ee T&Int eVor 1ep i TT,f o r a n y x 2Int ee T,d ex ;p i T?d ex ;P TT

The proof for any vertex v 2V follows as above.The governors of a vertex from VG 1eP Tare three or more sites,and the governors of a vertex from VG 2eP Tare three or more pairs of sites.t u As a consequence of Lemma 1,both the first-and second-order Voronoi graphs can be extracted from the second-nearest neighbor diagram.We use this result to efficiently compute the MaNG from the second-nearest neighbor diagram in Section 6.

4.2Multiple-Agent Planning

In this section,we present our approach for efficient path planning of multiple agents using MaNG.The path planning problem for each agent is defined as follows:we are given an agent p i 2P a ,its current position in the workspace given by its center of mass ep i T,and a goal position of the center of mass g i .We wish to compute a path for p i from ep i Tto g i ,which is maximally clear and collision free to the remaining sites P n f p i g .Such a path can be computed using the Voronoi graph VG 1eP n f p i gT.We state a result on the equivalence of the paths computed using the first-order Voronoi graphs and the MaNG.Lemma 2.Given an agent p i and the Voronoi graphs VG 1eP n f p i gTand MG eP T:

1.VG 1eP n f p i gT MG eP T.

2.

VG 1eP n f p i gT\Vor ep i j P T?MG eP T\Vor ep i j P T.

P r o o f.L e t VG 1eP n f p i gT?eV 0;E 0T,MG eP T?eV ;E T;VG 1eP T?eV 1;E 1T,and VG 2eP T?eV 2;E 2T.We shall show that E 0 E and V 0 V .Let e 2E 1.Then,we have two cases:1.

e \Vor 1ep i j P T?;.Then,for any point x 2e ,p i 2Gov 1ex j P T,and e 2E 1.Since VG 1eP T MG eP T,e 2MG eP T.In particular,e is a red edge in Fig.2.

2.e \Vor 1ep i j P T?;.Consider the subsets e 1?e \

Vor 1ep i j P Tand e 2?e n e 1.Okabe et al.[28]show that e 12E 2.Also,p i is an agent;thus,p i 2P a ,and e 12MG eP T.In particular,e 1is a black edge inside Vor 1ep i j P Tin Fig.2.For any point x 2e 2,p i 2Gov 1ex j P T,and e 2E 1.Thus,e 22MG eP T,and e 2is a red edge in Fig.2.

To prove (2),consider all the black edges in Vor 1ep i j P T.As shown in the second case above,these are exactly the segments from E 0\Vor 1ep i j P T.The proof for the set of vertices follows as above.t u Lemma 2provides an approach for extracting the Voronoi graph VG 1eP n f p i gT,for each agent p i ,from MG eP T.The complete algorithm for computing a path for an agent p i is given in Algorithm 1,and an example path is shown in Fig.3.The function LocatePoint eg i Treturns the

SUD ET AL.:REAL-TIME PATH PLANNING IN DYNAMIC VIRTUAL ENVIRONMENTS USING MULTIAGENT NAVIGATION GRAPHS 5

first-order Voronoi region that contains g i .The source and goal positions are connected to vertices in the MaNG using green edges.ShortestPath ep i ;g i ;MG eP TTcomputes the minimum weight path from ep i Tto g i following only the green and red edges in MG eP T.This is equivalent to computing the shortest path by following the second-order Voronoi graph inside the first-order Voronoi region of agent p i and the first-order Voronoi graph everywhere else (see Fig.3).The first vertex along this path is chosen as an intermediate goal for agent p i

.

Algorithm https://www.360docs.net/doc/1e7047735.html,putePath ep i ;g i ;P ;MG eP TT:Computes a path for agent p i to goal g i given the set of sites P and the MaNG MG eP T.

5M ULTIAGENT S IMULATION

In this section,we present the multiagent simulation algorithm based on MaNG.First,we present our local dynamics computation model,and after that,we show how MaNG is used in the computation of collision-free paths (Fig.4).

5.1Local Dynamics Computation

Given a path on MaNG,the motion of each agent is computed using a local dynamics model.In this section,we describe the local dynamics model used to guide agents along the computed path.Our local dynamics model is based on the generalized force model of pedestrian dynamics proposed by Helbing et al.[16].This force model has been shown to capture emergent crowd behavior of multiple agents at varying densities of crowds.We define the social force model in terms of force fields that are defined over each Voronoi region.

We modify the social force model to include a force F r that guides an agent along the edges of the MaNG.In addition,there is a repulsive force F soc to the nearby agents,an attractive force F att to simulate the joining behavior of groups,and a repulsive force from dynamic obstacles F obs .Given an agent p i and Voronoi region Vor ep i T,the force field at a point p is given as

F ep T?X j

F soc j ep TtF att

j ep Th

i tF r i ep TtX o

F obs o ep T;

p j 2P ;j ?i;o 2O ;

where

F soc j ep T?A i exp

2r a àk p àx j k eT=B i n j ep T? i te1à i T1tcos j ep T

àá2

;

F att j ep T?àC j n j ep T;

F obs o ep T?A i exp

r a àd ep ;o TeT=B i

n o ep T? o te1à o T1tcos o ep TeT

2

;

F r i

ep T?v d i ep Tàv i

i

;where A i and B i are constants that denote the strength and range of repulsive interactions,respectively,and C j is

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Fig. 3.Multiagent path planning using the MaNG.The MaNG is augmented with green edges connecting the start position (blue dot)to the goal position (orange dot).The computed shortest path for one agent is shown with blue

edges.

Fig.4.Multiagent simulation.Given a description of the environment,the MaNG is computed.This is used in conjunction with our local dynamics model to simulate the motion of each agent.The environment is updated using agent motion,as well as behavior specification for each agent.

the strength of attractive interaction.These constants are dependent on the individual behavior characteristics of the agents. i reflects the anisotropic character of pedestrian interaction.The obstacle force field F obs simulates the repulsion of the agents from other obstacles in the environ-ment.Since the obstacles may be dynamic,we introduce an additional anisotropic term that biases the repulsive forces along the motion of the obstacles.This effect has also been modeled in other approaches by creating a“discomfort zone”in front of dynamic obstacles[42].

The road-map force field F r i guides the agent p i along the shortest path to the nearest point on the MaNG.Let v i be the first vertex on the shortest path S i computed using Algorithm1.Clearly,v i lies on the MaNG,in particular, v i2MGePT\Vorep i j PT.The first term in F r k makes the agent

achieve a desired velocity toward its immediate goal v i. The desired velocity is given as v d kepT?v max e kepT,where e kepTis a unit vector field in the direction v ià ep iT.The direction of the unit vector is chosen such that e kepTpoints along the road map toward the next goal on the agents path. For the efficient computation of repulsive force F soc and obstacle force F obs,we compute forces to the agents and obstacles within a radius B i.To accelerate the distance queries,we use the Voronoi diagram VD1ePTand compute forces using the Voronoi neighbors of each agent.

5.2Collision Avoidance Using MaNG

In this section,we describe our local collision avoidance approach used for local navigation.First,we list a property of the shortest paths computed using the MaNG that is used for collision avoidance.Next,we describe a collision avoidance scheme used as part of the local dynamics simulator.

The MaNG is used to compute paths of maximum clearance for each agent,that is,the computed path is maximally clear of the obstacles and other agents.We list a result that guarantees uniqueness of the next immediate goal,as computed by Algorithm1.

Lemma3.Given a set of(at least three)agents P,in general position,and the shortest path S i for each agent p i.Let v i be the first vertex on S i.Then,v i?v j for any j?i,p i,p j2P. Proof.Let p i be any agent.By construction(Algorithm1), the next intermediate goal v i lies on the MaNG contained in the Voronoi region Vorep i j PT,that is, v i2MGePT\Vorep i j PT.To guarantee that each vertex is unique,we shall prove that v i belongs to the interior of Vorep i j PT.Since the agents are in general position and there are at least three agents,@Vorep i j PTconsists of at least one Voronoi vertex x.Let GovexT?f p i;p j;p k g.

Furthermore,any Voronoi region is not degenerate;

thus,InteVorep i j PTT?;.Thus,there exists at least one point p2InteVorep i j PTTsuch that dep;p jT?dep;p kT, that is,p lies on a Voronoi edge equidistant from p j and p k in the Voronoi diagram VD1eP n p iT.Thus, p2VG1eP n f p i gT\InteVorep i j PTT,and by Lemma2, p2MGePT\InteVorep i j PTT.We shall now show that v i?p,as selected by Algorithm1.If the locus of all such points p contains a Voronoi vertex from VG1eP n f p i gT(that is,some p are black vertices),then the set V i in Algorithm1is nonempty,and v i2V i,and v i2InteVorep i j PTT.If the locus of all such points p

does not contain a Voronoi vertex from VG1eP n f p i gT(that is,all p lie on black edges),then v i is chosen as

a point p closest to p i,and v i2InteVorep i j PTT.Since

InteVorep i j PTT\InteVorep j j PTT?;,v i?v j.t u As a result of Lemma3,the intermediate goal computed for each agent is unique.Hence,by following the path computed from the MaNG,the agents move toward a unique point,away from the remaining agents.This is shown in Fig.5and compared to paths computed using first-order Voronoi graphs.

However,when coupled with a local dynamics simula-tor,the MaNG alone does not guarantee collision avoidance among multiple agents.This problem is due to the fact that the motion of an agent is not constrained to the MaNG but is governed by a local force model that guides an agent along the MaNG.Furthermore,the MaNG is a geometric data structure,and paths computed from the MaNG do not satisfy the kinodynamic motion constraints of each agent. Hence,neighboring agents may approach each other due to the local dynamics computation.In addition,as explained in Section6,we compute a discrete approximation to the MaNG.Due to undersampling errors,the intermediate goal of an agent may coincide with the first-order Voronoi graph VG1ePT,and Lemma3may not be valid.

We introduce a constraint-dynamics-based collision response in our local dynamics model.To avoid collisions with the obstacles,we set the agent velocity and applied force to be zero along the normal direction to the obstacle[2]. In addition,to enable agents to move around each other,we add a coordination rule that makes agents move to the right of the nearest approaching agent to avoid collisions with approaching agents[21].

6M A NG C OMPUTATION

In this section,we present our approach for efficiently computing the MaNG,which is based on the first-and the second-order Voronoi diagrams.However,the exact compu-tation of GVDs of polygonal models is nontrivial.Rather, we compute the discrete Voronoi diagram along a uniform grid using graphics hardware[17].The second-nearest neighbor diagram is computed using a second pass with depth peeling,as presented in[10].We compute the general-ized second-nearest diagram of higher order sites(lines and polygons)by rendering the generalized distance function

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ET AL.:REAL-TIME PATH PLANNING IN DYNAMIC VIRTUAL ENVIRONMENTS USING MULTIAGENT NAVIGATION GRAPHS7

Fig. https://www.360docs.net/doc/1e7047735.html,parison of the first-order Voronoi graph and MaNG:

four agents,with goals in opposite corners.(a)Intermediate goals

computed from the first-order Voronoi graph.Pairs of agents move

toward the same goal.(b)Intermediate goals from MaNG.Each agent

has a unique intermediate goal.

for each site[37].We compute the first-order Voronoi diagram in the first pass and compute the second-nearest neighbor diagram in the second pass.Finally,we extract the first-and the second-order Voronoi graphs from the second-nearest neighbor diagram and compute the MaNG.

6.1Culling Techniques

The distance field is computed by evaluating the distance function to each site at each pixel,and this computation is efficiently performed using the rasterization capabilities of the GPU.However,for a large number of sites,this leads to redundant computation for each pixel,and the compu-tation becomes fill bound.Hence,we use culling techni-ques to compute conservative bounds on the first-and second-order Voronoi regions.The distance function to each site is computed on the pixels that are contained within its conservative Voronoi region.

Our goal is to efficiently derive a tight upper bound on the first-and second-order Voronoi regions for each site. We compute these bounds by determining the closest site (and two closest sites)along each principle direction etX;àX;tY;àYT.We compute the bounds using a quadtree,which subdivides the domain.Each node in the quadtree contains the number of sites contained in the subtree rooted at the https://www.360docs.net/doc/1e7047735.html,ing this quadtree,we can efficiently determine the set of nearest neighbors for each site.

The quadtree is constructed as follows:Each leaf node contains the number of sites contained within the node. Let be the size of a leaf node.Each intermediate node contains the number of sites contained in all of its four children.Let the function EelTcompute the closest nonempty leaf node to the right of node l in the quadtree. Similarly,WelT,NelT,and SelT,respectively,return closest leaf nodes to the left,top,and bottom of node l.To compute the bound alongtX for the first-order Voronoi region of a site p i,we first identify the leaf node l i that contains the centroid of the site ep iT.Next,we compute the closest leaf nodes Eel iT,Wel iT,Nel iT,and Sel iT.Let b1be the bisector between the centroids of nodes l i and Eel iT,b2be the bisector between the centroids of l i and Sel iT,and b3 be the bisector between the centroids of l i and Nel iT.Let x1?b1\b2and x2?b1\b3.AlongtX,the bound on the first-order Voronoi region of p i is given bytdx?e ep iTtáXtt T,whereáXt?minex1à ep iTTáe1;0T;ex2à ep iTTá

e

e1;0TT.Similarly,the boundsàdx,tdy,andàdy along the àX-,tY-,andàY-axes are computed,and the first-order Voronoi region is bounded by a quad covering the interval ?àdx;tdx ??àdy;tdy .In addition,for a leaf node l i,we store the locations of its closest neighbors Eel iT,Wel iT,Nel iT, and Sel iT.

We compute the bounds on all the second-order Voronoi regions of site p i in the second pass as follows: Along thetX-axis,we check the number of sites stored in the closest node Eel iT.If the number of sites in node Eel iTis two or more,then the bound alongtX isáXt?del i;Eel iTTt2 .If the number of sites in node Eel iTis less than two,then we look up the node EeEel iTT(this has been computed in the first pass), and the bound alongtX isáXt?del i;EeEel iTTTt2 . Similarly,we compute bounds along theàX-,tY-,and àY-axes and compute the distance function of site p i in a quad that covers these bounds.

To compute the bounds for a higher order site(a line segment or a convex polygon),we store the position of the centroid of the site in the quadtree.We compute the distance bounds for the centroid using the quadtree and add the distance between the centroid and a vertex to compute the distance bounds for the site.

6.2Undersampling Errors

The computation of the Voronoi graph on a uniform grid may result in undersampling errors,which may lead the Voronoi regions to become disconnected[38],and the computed discrete Voronoi graph may have many small disjoint components[18].As a result,for complex environ-ments with a large number of sites,the combinatorial complexity of the MaNG becomes very high.We address the issue of undersampling for motion planning by reducing the combinatorial complexity of the MaNG with-out changing its connectivity.We reduce the complexity by appropriately modifying the MaNG near undersampled areas.We rely on the fact that when two Voronoi edges are arbitrarily close,then the agent might follow either edge,as long as the path connectivity does not change.Such edges can be removed from the MaNG provided that their removal does not change the connectivity of the MaNG.

We present the details of our algorithm for reducing the complexity of MaNG.We treat an edge with an adjacent edge less than one pixel away as a candidate for removal. Such edges are exactly those edges that bound a discrete Voronoi region of width1pixel.Thus,the test for eliminating such edges is equivalent to removing certain pixels from a discrete Voronoi region,which does not change the connectivity of the Voronoi graph.Hence,our test for the removal of a pixel from a discrete Voronoi region relies on a local3?3stencil around a pixel.Let p a be the governor of a pixelei;jT,and the set denote the governor set of the four adjacent pixelseià1;jT,eit1;jT,ei;jà1T,andei;jt1T.Then,the pixelei;jTcan be removed if either of the following conditions holds(see Fig.7):

1.p a2 .Then,site p a has an isolated discrete Voronoi

region at pixelei;jT,with four Voronoi edges

surrounding it.The removal of this Voronoi region

does not change the path connectivity in the stencil.

2.p a2 ,and p a occurs in exactly once.Then,the

pixelei;jTrepresents an end point of a discrete

Voronoi region of site p a,and its removal does not

change the path connectivity in the stencil.

After a pixelei;jTsatisfies the criteria for removal,we assign it to another discrete Voronoi region to maintain the connectivity of Voronoi edges.The pixel is assigned to a site in n f p a g with the minimum distance to pixelei;jT.The distance of a site in to pixelei;jTcan be efficiently computed by relying on the fact that distance vectors are bilinearly interpolated[37].Thus,distance computation involves a vector summation with a basis vector and vector norm computation.

The operation performed at each pixel is a read followed by a conditional write,and the output of one pixel may affect the connectivity of adjacent pixels.Thus,an efficient parallel algorithm is not feasible,and we perform a sequential scan of the discrete Voronoi diagram to update the Voronoi graph.

8IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS,VOL.14,NO.3,MAY/JUNE2008

6.3Graph Construction

We now present our algorithm to compute the MaNG.We compute the first-order Voronoi diagram VD 1eP Tand the second-nearest neighbor diagram on the GPU and refine the connectivity information based on the algorithm described in Section 6.2.We then perform sequential tracing of vertices and edges to compute the second-nearest neighbor graph [17].

We use the result presented in Lemma 1to classify the edges in the second-nearest neighbor graph NG 2eP T.An edge is classified as belonging to the first-order Voronoi graph if the distance to the closest site for all pixels on the edge is identical in VG 1eP Tand NG 2eP T.Due to pixel resolution errors,we treat two distance values as identical if they are within one pixel width of each other.Each edge is assigned a weight proportional to its length and inversely proportional to the minimal clearance along the edge.An edge belonging to VG 1eP Tis labeled red,and the remaining edges are labeled black.A vertex is labeled red if it has at least one red edge incident on it;otherwise,it is labeled black.These colors are used by Algorithm 1to search for an optimal path.

7I MPLEMENTATION

AND

R ESULTS

In this section,we describe the implementation of our multiagent planning algorithm and highlight its application to various multiagent simulations.

7.1Implementation

We have implemented our algorithm on a PC running the Windows XP operating system with an AMD Opteron 280CPU,2Gbytes of memory,and an Nvidia 7900GPU.We used OpenGL as the graphics API and Cg language for implementing the fragment programs.The discrete Voronoi diagram and distance field are computed at 32-bit floating-point precision using floating-point buffers.The Voronoi diagram is stored in the red channel,and the distance field,in the depth buffer.We use stencil tests to disable the second-order Voronoi diagram computation in the first-order Voronoi regions of the obstacles.In the first pass,the stencil mask is set for all pixels in the first-order Voronoi regions of the agents.In the second pass,distance functions are evaluated at pixels with a stencil mask set.This optimization speeds up both the discrete Voronoi diagram

computation and the MaNG construction.We perform readback of the discrete Voronoi diagrams and construct the MaNG on the CPU.The optimal path is computed using an A ?search with euclidean distance metric to guide the search.

We use a complete quadtree for Voronoi region culling,described in Section 6.1.The depth of the quadtree is set such that one leaf node corresponds to a block of 32?32pixels.We need to determine if a node contains up to two sites—hence,the number of sites per node is encoded in 1byte.By using a complete quadtree,the node addresses can be efficiently computed using bit shifts,avoiding pointer addressing.

7.2Demos

We describe three multiagent simulations,demonstrating the effectiveness of the MaNG for real-time path planning.The first simulation involves a coverage problem,the second one is of a crowd simulation,and third is of terrain exploration.

Fruit stealing game .The first simulation is of fruit stealing in a dense orchard (see Fig.1).There are several agents (thieves)that attempt to steal the fruit on the trees.The environment also contains some old farmers who chase the thieves.As the thieves move through the orchard,they steal fruits in close proximity.The goal is for each thief to move toward denser regions of fruits while avoiding the farmers,the trees,and other thieves.The thieves,farmers,and trees are treated as cylindrical sites.The trees are fixed obstacles,the farmers are dynamic obstacles,and the thieves are the agents.A coarse density map is used to track the density of fruits remaining in the orchard.Trees with desirable fruits are assigned a higher density.The agents are initially spread near the boundary of the orchard,and the goal position is set to a distant high-density region.The goal position for each agent is also dynamically updated as the density of the current goal drops below a certain threshold.

The global path of each agent is computed using the approach presented in Algorithm 1.We compute the proximity to the nearest site for each agent from the second-nearest neighbor diagram,which is used in a potential planner for local planning.Finally,we also use the second-order Voronoi diagram to compute the closest agent (thief)for each farmer.This agent is set as the goal for each farmer,and the farmer moves directly toward it.The farmers do not use the MaNG for path planning;however,they use the potential and repulsive forces to stay

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ET AL.:REAL-TIME PATH PLANNING IN DYNAMIC VIRTUAL ENVIRONMENTS USING MULTIAGENT NAVIGATION GRAPHS 9

Fig.6.Path trace of an agent with the same goal in two crowd simulations.The red curve traces the position of an agent over a range of time steps.(a)Path trace of an agent using the approach presented in [35].(b)Path trace of an agent with the same goal based on our new local dynamics model.Note that due to a different simulation framework,the relative positions of agents is not identical.In

comparison to that in [35],our approach results in a more direct and natural-looking path.

Fig.7.Discrete Voronoi region shrinking for undersampling errors:A 3?3pixel neighborhood of a discrete Voronoi diagram.The discrete MaNG is shown in thick orange lines.(a)The green discrete Voronoi region is disconnected.(b)The center pixel may be assigned to an adjacent Voronoi region reducing the complexity of the MaNG,without changing its connectivity.(c)Reassigning the center pixel will change connectivity of the MaNG.

clear of other farmers and trees.A thief is eliminated if caught by a farmer.Hence,it is desirable for each thief to compute the shortest paths of maximal clearance from the farmers (dynamic obstacles)and other thieves (agents)in order to collect the most fruits.

Crowd simulation .We simulate a crowd of people moving in an urban environment with dynamic obstacles (Fig.8).We simulate only the individual behavior and not the group behavior.The set of sites consists of buildings,cars,and humans.The humans enter the scene from one of the buildings and exit through another building or the sidewalks.Each human is an individual agent with an independent goal.The cars are dynamic obstacles,while the buildings,benches,and fountains are static obstacles.Similar to fruit picking,the proximity information for local planning is computed using the second-order Voronoi diagram.The dynamics of each agent is computed using the local dynamics model presented in Section 5.In combination with the local dynamics model,our navigation system provides smooth natural motions for each agent (see Fig.6).For goals in the same Voronoi region as the agent or in the adjacent Voronoi region,the shortest path to the goal is used,disregarding the MaNG.

Terrain exploration .The third simulation is one for robot rovers exploring a terrain (see Fig.9).The environ-ment consists of six rocks and one crater.The rocks and crater are static nonconvex polygonal obstacles.Each rover is an individual agent with an independent goal and motion characteristics.Certain rovers are more “aggressive”and have a higher maximum velocity.The goal for each rover

is randomly assigned in the open terrain.Once a rover reaches its goal,it is assigned a new goal.The global path information computed using the MaNG enables the rovers to avoid a local minimum and move around nonconvex obstacles.The dynamics of each agent is computed using the local dynamics model.

7.3Results

We now highlight the performance of our algorithm in dynamic virtual environments.Our approach can perform real-time path planning for each agent in environments of up to 200virtual agents with different destinations,at the rates of 5to 20fps.The discrete Voronoi diagrams are computed on a grid of resolution 1,000?1,000pixels.The fruit stealing simulation has 64trees,with a varying number of thieves and farmers.The crowd simulation has 15static obstacles and between two and five moving cars,with a varying number of humans.The performance of our approach,with a timing breakup,is presented in Table 1.

8A NALYSIS

AND

C OMPARISON

In this section,we analyze the performance of our algorithm.We highlight its computational complexity and compare it with other approaches for multiagent path planning.

10IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS,VOL.14,NO.3,MAY/JUNE

2008

Fig.8.Crowd simulation.Three scenes of a crowd simulation with agents moving between buildings and the sidewalks.The cars represent dynamic obstacles.Our MaNG-based algorithm can perform navigation on 200agents,each with distinct goals,at 5

fps.

Fig.9.Terrain exploration.Two scenes of a terrain exploration simulation with agents moving around rocks and craters.The green rovers have a higher maximum velocity and exhibit aggressive motion.Our MaNG-based algorithm can perform navigation on 50rovers,each with distinct goals,at 13fps.

TABLE 1

Performance of the Multiagent Path Planning Algorithm

(Average over All

Frames)

j V j and j E j denote the number of vertices and edges in the MaNG.DVD =time to compute the second-order discrete Voronoi diagram on the GPU and remove undersampled regions.MaNG =time to extract the MaNG from the discrete Voronoi diagram.LD =time for computing the local dynamics of all agents.Plan =time for path planning for all agents.Time for readback of discrete Voronoi diagram and depth buffers at 1;000?1;000resolution ?25ms .

8.1Analysis

Let the number of sites be n and the size of the grid used to compute the discrete Voronoi diagrams be m?m.We assume that the number of agents j P a j?OenT.We now present the time complexity of each stage in our algorithm.

The cost of computing the first-and second-order discrete Voronoi diagrams is given as follows:The size of

the quadtree is Oeem

32T2T,and depth?Oelog mT.Then,the

cost of computing the bounds for each site(see Section6.1) is Oelog mT.The cost of rasterizing the distance function for a site p i is Oer j Vor kep i j PTjT,where j Vor kep i j PTj is the number of pixels in the Voronoi region of p i,and r depends on the tightness of the computed Voronoi region bounds,1

The cost of reading back the frame buffers is Oem2T.The cost of extracting the MaNG is Oej E jT,where j E j is the number of edges in MaNG.From Lemma2,the number of edges in MaNG,j E j j E1jtj E2j,where j E k j is the number of edges of VD kePT,and j E k j?OeknT[10].Thus,cost of extracting the MaNG is OenT.The cost of path planning using A?is typically polynomial in Oej E jtj V jT.Therefore, the cost of computing all paths is Oenej E jtj V jTT?Oen2T. In practice,as shown in Table1,the associated constant with path planning is much smaller,and the bottleneck is the discrete Voronoi diagram computation and graph construction.

8.2Comparisons

Next,we provide qualitative comparisons of our approach with prior methods for multiagent planning.

Comparison with the first-order Voronoi diagram.Our approach provides a global solution for the path planning of each agent using the MaNG.The MaNG computes a road map of maximal-clearance collision-free paths for each agent in Oe1Tpasses,as compared to OenTpasses for computing OenTVoronoi road maps.In particular,using the second-order Voronoi graph for path planning guaran-tees that the position selected as the first intermediate goal along the computed path is unique.This approach prevents adjacent agents from moving toward the same intermediate goal and getting stuck in a local minimum of the potential function.An example is presented in Fig.5.In this example, adjacent agents select the same intermediate goal from the first-order Voronoi diagram,whereas the intermediate goals from the second-order Voronoi diagram are unique.In addition,the path computed has maximal clearance.More specifically,vertices on the Voronoi diagram are used to compute the area of maximum coverage for a new site[1]. Hence,by following the vertices on the MaNG,our planning approach ensures a maximum coverage region for each agent.

The closest related work of Pettre et al.[31]computes an initial road map of a static environment using Voronoi diagrams and constructs a set of homotopic paths for a group of agents.This work implicitly groups agents by their origins and goals.Furthermore,local collision avoidance is not guaranteed.In contrast,our algorithm is able to handle dynamic environments,as the road map is updated in real time,and the use of the second-order Voronoi diagrams provides pairwise proximity information,which is used to guarantee collision avoidance.

The work on continuum crowds[42]computes a dynamic potential field and updates the position of each agent by moving along the gradient of the potential function.The potential field is computed for a small number of groups of agents moving with common goals. However,due to the use of a potential function the agents may get stuck in a local minimum.In contrast,our approach allows for an independent goal for each agent.

In comparison to agent-based methods,our MaNG-based path planning algorithm provides global paths and may be combined with rule-based techniques to simulate more complex and realistic agent behavior.

8.3Limitations

There are some limitations of our work.We compute the MaNG in the workspace;hence,the approach does not scale well for agents with many degrees of freedom(for example, snakes).We use an A?graph search algorithm,which may not be optimal.Finally,we compute an optimal path for each time step;however,there is no guarantee on coherence of paths across frames or on convergence over a period of time.In fact,the optimal paths across two time steps may not be coherent(that is,the immediate goal may change considerably),potentially resulting in noisy motions.

9C ONCLUSIONS AND F UTURE W ORK

We have presented a novel approach for real-time path planning of multiple virtual agents,based on a new data structure—the MaNG.The MaNG is used to simultaneously compute the paths of maximal clearance for a set of moving agents with independent goals.The MaNG is constructed dynamically using discrete Voronoi diagrams.We also presented culling techniques for accelerating the discrete Voronoi diagram computation and addressed undersam-pling issues due to discretization.We have demonstrated the application of our approach to real-time simulation involving a large number of independent agents,each with an individual goal.

There are several avenues for future work.One relevant avenue is to constrain the graph search to compute temporally coherent paths that are guaranteed to converge to the final goal.We would like to exploit coherence in graph search when many agents have similar goals and initial positions.Efficient parallel algorithms for simplifying the discrete Voronoi graphs and computing the MaNG would be useful for accelerating the computation.Finally, we would like to extend our approach to handle agents with high degrees of freedom.

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Addison-Wesley,1949.

Avneesh Sud received the BTech degree in

computer science and engineering from the

Indian Institute of Technology,Delhi,in2000

and the master’s and PhD degrees in computer

science from the University of North Carolina,

Chapel Hill,in2003and2006.He is currently a

program manager in the Many-core Technology

Incubation Group,Microsoft Corp.Before joining

Microsoft,he was a postdoctoral researcher in

the GAMMA research group in the Department of Computer Science,University of North Carolina,Chapel Hill.His research interests include effective utilization of parallel hardware to solve problems in computer graphics,computational geometry,geome-try processing,solid modeling,physically based modeling,and robotics. He received the ACM VRST best paper award in2007.He has published more than20peer-reviewed articles in major graphics and virtual reality journals and conferences such as ACM SIGGRAPH, Eurographics,and IEEE VR.He has also served on the program committee of several conferences and workshops.

Erik Andersen received the BS degree in

computer science from the University of North

Carolina,Chapel Hill,in2007.He is currently a

first-year graduate student at the University of

Washington,where he is also a United States

National Science Foundation graduate fellow.

His research interests include animation and

behavioral modeling.

12IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS,VOL.14,NO.3,MAY/JUNE

2008

Sean Curtis received the BA degree in

German from Brigham Young University and

the BS degree in computer science from the

University of Utah.He is currently a PhD student

in computer science in the Department of

Computer Science,University of North Carolina,

Chapel Hill,where he is pursuing research in

graphics and simulation.

Ming C.Lin received the PhD degree in

electrical engineering and computer science

from the University of California,Berkeley.She

is currently the Beverly W.Long distinguished

professor of computer science in the Depart-

ment of Computer Science,University of North

Carolina(UNC),Chapel Hill.Her research

interests include physically based modeling,

haptics,real-time3D graphics for virtual

environments,robotics,and geometric comput-ing.She has(co)authored more than170refereed publications and coedited/authored three books:Applied Computation Geometry,pub-lished by Springer,High-Fidelity Haptic Rendering,published by Morgan-Claypool,and Haptic Rendering:Foundations,Algorithms, and Applications,published by A K Peters.She has served on more than70program committees of leading conferences on virtual reality, computer graphics,robotics,haptics,and computational geometry,and cochaired more than15international conferences and workshops.She is the associate editor in chief of IEEE Transactions on Visualization and Computer Graphics,a member of four editorial boards,and a guest editor for more than10special issues of scientific journals and technical magazines.She has also served on four steering committees and advisory boards of international conferences,as well as six technical advisory committees constituted by government organizations and the industry.She has received several honors and awards,including the NSF Young Faculty Career Award in1995,the Honda Research Initiation Award in1997,the UNC/IBM Junior Faculty Development Award in1999,the UNC Hettleman Award for Scholarly Achievements in2003,and six best paper awards at international conferences on computer graphics and virtual reality.She is a member of the IEEE and the IEEE Computer Society.

Dinesh Manocha received the BTech degree in

computer science and engineering from the

Indian Institute of Technology,Delhi,in1987,

and the MS and PhD degrees in computer

science at the University of California,Berkeley,

in1990and1992,respectively.He is currently

the Phi Delta Theta/Matthew Mason distin-

guished professor of computer science in the

Department of Computer Science,University of

North Carolina,Chapel Hill(UNC Chapel Hill). His research interests include geometric and solid modeling,interactive computer graphics,physically based modeling,virtual environments, robotics,and scientific computation.His research has been sponsored by ARO,DARPA,DOE,Honda,Intel,NSF,the Office of Naval Research(ONR),and the Sloan Foundation.He has published more than230papers in leading conferences and journals on computer graphics,geometric and solid modeling,robotics,symbolic and numeric computation,virtual reality,and computational geometry.He has served as a program committee member and chaired for many leading conferences on computer graphics,geometric and solid modeling,virtual reality,animation,and robotics.He has also served as a member of the editorial board and a guest coeditor for leading journals in computer graphics,computer-aided design,applicable algebra,computational geometry,and parallel computing.He was selected as an Alfred P.Sloan research fellow and received the NSF Career Award in1995,the ONR Young Investigator Award in1996,the Honda Research Initiation Award in1997,and the Hettleman Prize for scholarly achievement at UNC Chapel Hill in1998.He has also received multiple best paper awards at the ACM SuperComputing,ACM Multimedia,ACM Solid Modeling,ACM VRST,IEEE Visualization,IEEE VR,and Eurographics Conferences.

.For more information on this or any other computing topic, please visit our Digital Library at https://www.360docs.net/doc/1e7047735.html,/publications/dlib.

SUD ET

AL.:REAL-TIME

PATH PLANNING IN DYNAMIC VIRTUAL ENVIRONMENTS USING MULTIAGENT NAVIGATION GRAPHS13

风景园林专业英语(第一二课翻译)

The practice and theory of Landscape Architecture 景观规划设计理论 【1】Landscape Architecture involves the five major components:They are natural process,human factors,methodology,technology,and values,whatever the scale or emphasis of operation,these five components are consistently relevant.Social and nature factors clearly permeate every facet of a profession that is concerned with people and land. Problem solving,planning,and design methods apply at all scales.Good judgment is consistently required. 风景园林设计包含五个主要方面:自然进程、社会进程、方法论、技术、价值观,无论规模尺度或运作的重点各不相同,这五个要素一贯是相关的。社会因素和自然因素的因子充斥着这个关系到人与土地的领域的方方面面。解决问题,规划、设计方法都会用到所有的尺度。正确的判断判断是一贯必须的。 【2】Consider how natural factors data are relevant to both planning and design.At the regional scale,the impact of development or change in use on a landscape must be known and evaluated before a policy to allow such action is set.An inventory of the natural factors,including geology,soils,hydrology,topography,climate,vegetation and wildlife,and the ecological relationships between them is fundamental to and understanding of the ecosystem to which change is contemplated.Equally important is an analysis of visual quality .Land use policy can thus be made on the basis of the known vulnerability of resistance of the landscape.In other circumstances the natural processes which add up to a given landscape at a give moment in its evolution may,as at Grand Canyon and other unique places,be considered a resource to be preserved,protected,and managed as a public trust.On a smaller scale,soil and geological conditions may be critical in the determination of the cost and the form of building foundations: where it is most suitable to build and where it is not.Sun,wind,and rain are important factors of design where the development of comfort zones for human activity or the growth of plants is a primary objective.Thus,in many ways natural factors influence land use,site planning,and detailer design. 自然因素的考虑与规划和设计都有关系。在区域尺度上,关于利用方面的开发变化的影响,在政策制定之前,必须了解和评估景观的脆弱性和敏感性。详细的自然因素,包括地质的、土壤的、水文的、地形地貌的、气候的、植被的和野生动物的、以及它们之间的生态关系是理解它将要改变的生态系统的基础。同样重要的是视觉质量的分析。土地利用政策的基础是由于了解到景观的脆弱性和抗损性的基础上建立的。在某些发展进化的过程中,一些在特定的时刻作用到特定的景观的自然进程会产生一些公共资源,比如科罗拉多大峡谷,让我们后人去保护它和管理它。在小尺度上,土壤和地质条件是决定建筑的成本和建筑基础形态的关键要素——哪里适宜建立以及哪里不适宜。设计是为人类发展活动找到适宜的空间或者以植物的生长为主要目标,因此,阳光,风和雨是设计最重要的要素。因此,场地和区域的自然要素在景观规划和设计的许多过程当中相互作用。 【3】The social factors apply equally at various scales.In site planning and landscape design,cultural variation in the use and appreciation of open space and parks and the physical and social needs of the young and old are some of the many variables to be considered in a design process that aims to be responsive to social values and human needs.In decisions relates to appropriation of landscape for recreation and aesthetic value people’s perception of t he environment and the

园林景观专业英语词汇

园林景观专业英语词汇 园林景观专业英语词汇 规划planning 草图sketch;rough map 平面plan 剖面section 立面elevation 透视perspective 示意图diagram 容积率coverage 城市设计urban design; civic design 区域规划regional planning 步行轴ped axis 总体规划general planning; master planning 分区规划district planning 近期建设规划immediate plan 城市详细规划detailed planning 控制性详细规划control detailed planning 修建性详细规划site plan 居住区规划residential district planning 城市化urbanization

城市生态urban ecology 可持续发展sustainable development 历史文化名城保护规划Plan of Preservation of Historic Cities 旧城改建urban redevelopment 开发区development area 城市化水平urbanization level 城市群agglomeration 城镇体系urban system 卫星城satellite town 城市基础设施urban infrastructure 居民点settlement 市municipality; city 生态基础设施ecological infrastructure 牧场pasture 市域administrative region of a city 商业区commercial district 行政中心administration center 商业街commercial street 科技园technological region 校园规划campus planning 城市中心区urban center district

园林设计英文文献

Forests, Trees and Livelihoods, 2010, V ol. 19, pp. 319–340 ? 2010 A B Academic Publishers—Printed in Great Britain Which role for the non farm-sector in a forested landscape? lessons from Krui, indonesia Koen Kusters* University of Amsterdam and Center for International Forestry Research (CIFOR) abstract this article explores two interrelated premises. the first is that the non-farm sector is of increasing importance to rural household. the second is that non-farm growth reduces the pressure on natural resources. the article reports on an analysis of income trends in three villages in the Krui area, sumatra, Indonesia, by comparing household survey data from 1995 and 2004. Between these two years, neither the farm sector nor the non-farm sector showed sustained growth.Although the contribution of remittances to local incomes remained marginal, migration of unemployed and unmarried youngsters to urban areas has a positive effect on per capita incomes in the Krui area by decreasing the household size. With regard to the second premise the analysis shows that increased engagement in local non-farm activities does not automatically result in smaller landholdings. Increased engagement in ex-situ non-farm activities, however, helps to reduce pressure on local forest resources. introduction the mainstream debate on conservation and development is based on the assumptions that agriculture is both the main threat to conservation and the main engine for rural development. Consequently, a large body of literature exists on the possibilities to reform agriculture in such a way that it better fits conservation goals. two main approaches are promoted. the first is to support environmentally friendly agricultural systems such as agroforests, in addition to protected areas (scherr and Mcneely, 2003; Ashley et al., 2006). the second approach is to encourage agricultural intensification and to decrease pressure on protected areas by increasing the returns on existing agricultural land (Mellor, 2002; Green et al., 2005). Both approaches have practical problems. Agricultural systems with high biodiversity tend to be less productive than intensive agricultural systems (Van noordwijk et al., 1997) and may not be competitive when the opportunity cost of land and labour increases (Belcher et al., 2005). on the other hand, increasing the income per hectare of land through intensification can act as an incentive for agricultural expansion (Angelsen and Kaimowitz, 2001) and may create other environmental damage as well, for example through the overuse of *e-mail address: K.Kusters@uva.nl

景观设计专业英语

专业英语 目录:Cover封面 Content目录 Design Explanation设计说明 Master Plan总平面 Space Sequence Analysis景观空间分析 Function Analysis功能分析 Landscape Theme Analysis景观景点主题分析图 Traffic Analysis交通分析 Vertical Plan竖向平面布置图 Lighting Furniture Layout灯光平面布置示意图 Marker/Background Music/Garbage Bin标识牌/背景音乐/垃圾桶布置图Plan平面图 Hand Drawing手绘效果图 Section剖面图 Detail详图 Central Axis中心公共主轴 Reference Picture参考图片 Planting Reference Picture植物选样材料类: aluminum铝 asphalt沥青 alpine rock轻质岗石 boasted ashlars粗凿 ceramic陶瓷、陶瓷制品 cobble小圆石、小鹅卵石 clay粘土 crushed gravel碎砾石 crushed stone concrete碎石混凝土 crushed stone碎石 cement石灰 enamel陶瓷、瓷釉 frosted glass磨砂玻璃 grit stone/sand stone砂岩 glazed colored glass/colored glazed glass彩釉玻璃 granite花岗石、花岗岩 gravel卵石 galleting碎石片 ground pavement material墙面地砖材料 light-gauge steel section/hollow steel section薄壁型钢 light slates轻质板岩 lime earth灰土 masonry砝石结构 membrane张拉膜、膜结构 membrane waterproofing薄膜防水

园林专业英语词汇

园林学landscape architecture, garden architecture 园林garden and park 绿化greening, planting 城市绿化urban green, urban planting 城市绿地urban green space 公园绿地public park 公园park 儿童公园children park 动物园zoo 植物园botanical garden 墓园cemetery garden 盆景园penjing garden, miniature landscape 盲人公园park for the blind 花园garden 历史名园historical garden and park 风景名胜公园famous scenic park 纪念公园memorial park 街旁绿地roadside green space 带状公园linear park 专类公园theme park 岩石园rock garden 社区公园community park 生产绿地productive plantation area 防护绿地green buffer, green area for environmental protection 附属绿地attached green space 居住绿地green space attachéd to housing estate, residential green space 道路绿地green space attached to urban road and square 屋顶花园roof garden 立体绿化vertical planting 风景林地scenic forest land 城市绿地系统urban green space system 城市绿地系统规划urban green space system planning 绿地覆盖面积green coverage 绿地覆盖率percentage of greenery coverage 绿地率greening rate, ratio of green space 绿带green belt 楔形绿地green wedge 城市绿地boundary line of urban green space 园林史landscape history, garden history 古典园林classical garden 囿hunting park 苑imperial park 皇家园林royal garden 私家园林private garden 寺庙园林monastery garden

风景园林专业英语试题

1 Why Pagodas Don't Fall Down In a land swept by typhoons and shaken by earthquakes, how have Japan's tallest and seemingly flimsiest old buildings - 500 or so wooden pagodas - remained standing for centuries? Records show that only two have collapsed during the past 1400 years. Those that have disappeared were destroyed by fire as a result of lightning or civil war. The disastrous Hanshin earthquake in 1995 killed 6,400 people, toppled elevated highways, flattened office blocks and devastated the port area of Kobe. Yet it left the magnificent five-storey pagoda at the Toji temple in nearby Kyoto unscathed, though it levelled a number of buildings in the neighbourhood. Japanese scholars have been mystified for ages about why these tall, slender buildings are so stable. It was only thirty years ago that the building industry felt confident enough to erect office blocks of steel and reinforced concrete that had more than a dozen floors. With its special shock absorbers to dampen the effect of sudden sideways movements from an earthquake, the thirty-six-storey Kasumigaseki building in central Tokyo - Japan's first skyscraper - was considered a masterpiece of modern engineering when it was built in 1968. Yet in 826, with only pegs and wedges to keep his wooden structure upright, the master builder Kobodaishi had no hesitation in sending his majestic Toji pagoda soaring fifty-five metres into the sky - nearly half as high as the Kasumigaseki skyscraper built some eleven centuries later. Clearly, Japanese carpenters of the day knew a few tricks about allowing a building to sway and settle itself rather than fight nature's forces. But what sort of tricks? The multi-storey pagoda came to Japan from China in the sixth century. As in China, they were first introduced with Buddhism and were attached to important temples. The Chinese built their pagodas in brick or stone, with inner staircases, and used them in later centuries mainly as watchtowers. When the pagoda reached Japan, however, its architecture was freely adapted to local conditions - they were built less high, typically five rather than nine storeys, made mainly of wood and the staircase was dispensed with because the Japanese pagoda did not have any practical use but became more of an art object. Because of the typhoons that batter Japan in the summer, Japanese builders learned to extend the eaves of buildings further beyond the walls. This prevents rainwater gushing down the walls. Pagodas in China and Korea have nothing like the overhang that is found on pagodas in Japan. 为什么宝塔不会倒塌 在这片被台风席卷、地震撼动的土地上,日本最高、看起来最脆弱的老建筑——500多座木制宝塔——是如何屹立了几个世纪的?记录显示,在过去的1400年里,只有两处坍塌。那些失踪的人由于闪电或内战而被大火烧毁。1995年灾难性的阪神大地震造成6400人死亡,高架路倒塌,办公大楼夷为平地,神户港口地区被毁。然而,尽管它夷平了附近的一些建筑,但却毫发未损。 多年来,日本学者一直对这些细长的建筑为何如此稳定感到困惑。直到30年前,建筑行业才有足够的信心,用钢铁和钢筋混凝土建造超过12层的办公大楼。位于东京市中心的36层楼高的霞关大厦(Kasumigaseki)是日本第一座摩天大楼,1968年建成时,人们认为它是 现代工程学的杰作。 然而,在826年,建筑大师Kobodaishi只用木栓和楔子来保持木结构的直立,毫不犹豫地将他宏伟的东寺宝塔高耸入云,高达55米——几乎是1100年后建成的霞关摩天大楼的一半高。显然,当时的日本木匠知道一些让建筑摇摆和稳定的技巧,而不是对抗自然的力量。但是什么样的技巧呢?

风景园林景观设计专业英语

园林学landscape architecture,garden architecture 园林garden and park 绿化greening,planting 城市绿化urban greening,urban planting 城市绿地urban green space 公园绿地public park 公园park 儿童公园children park 动物园zoo 植物园botanical garden 墓园cemetery garden 盆景园penjng garden,miniature landscape 盲人公园park for the blind 花园garden 历史名园historical garden and park

风景名胜公园famous scenic park 纪念公园memorial park 街旁绿地roadside green space 带状公园linear park 专类公园theme park 岩石园rock garden 社区公园community park 生产绿地productive plantation area 防护绿地green buffer,green area for environmental protection 附属绿地attached green space 居住绿地green space attached to housing estate,residential green space 道路绿地green space attached to urban road and square 屋顶花园roof garden 立体绿化vertical planting 风景林地scenic forest land

景观设计师的英文介绍

What kind of job will become deeply required ten years later? Essay What Job will become deeply required From the Internet I think the landscape architect will become the deeply required job ten years later. December 2, 2004, the landscape architect has been identified as one of China's new career. Landscape design is a new modern service industry. And more and more landscape architects are needed with the development of society. Why the job will become deeply required Nowadays China has a rapidly-development with the urbanization. Many cities are trying to expansion .And many suburbs are trying to become cities. So how to design the cities turn into a problem. We need landscape architect to plan the landscape, to use the outdoor space effective. We have to treat it careful, because a city’s layout related to the development of the city. What more important is that the people who is a landscape architect is a small number so far. What the job need to do The landscape design’s goal is to achieve the harmony of the city, the building, and the people. They need to make the city development harmony. They need to protect the landscape resource. For example, in Beijing we have a lot of old houses and street. They are full of meaning. So we can’t demolition them dogmatic. But we need to build more and more modern buildings. So how we deal the coordination between the old and the modern? Landscape architect need to do this. What a landscape architect need to have A landscape architect need to be carefully. They need to collect and analysis all the data about the landscape. They can’t careless .Because a little deviation can lead to a big mistake. In addition they need have a excellent communicate ability and comprehension. Because they need to understand what the client want to have and discuss with them. They need to make all people satisfied about the landscape plan. What’s more important is that they not only need to design the landscape on the paper but need to probe on the spot. They should work with construction. There are so many unexpected factors during the construct. A landscape architect need to work with the construction until it finished. The problem that the job have Some landscape architects may want to gather all the resources to the design that they made. But at the same time the overall environment where they are is damaged. They put natural resources into a small area of a small interest group. And many of them lack the communication with the public. Some urban designs are not recognized by the public now.

风景园林专业英语

主入口大门/岗亭main entrance gate/guard house (for vehicle & pedestrian) 次入口/岗亭2nd entrance gate/guard house (for vehicle & pedestrian) 商业中心入口entrance to shopping ctr、 水景 water feature 小型露天剧场 mini amphi-theatre 迎宾景观 weling feature 观景木台 timber deck (viewing) 竹园 bamboo garden 漫步广场 walkway plaza 露天咖啡廊 out door café 巨大迎宾水景-2 grand weling feature -2 木桥 timber bridge 洞穴 grotto 吊桥 hanging bridge 休憩台地(低处) lounging terrace(lower) 休憩台地(高处) lounging terrace(upper) 特色踏步feature stepping stone 野趣小溪 river wild 儿童乐园children's playground 旱冰道 slide 羽毛球场 badminton court 旱景 dry landscape 日艺园 Japanese garden 旱喷泉 dry fountain 观景台 viewing deck 游泳池 swimming pool 极可意 Jacuzzi 嬉水池 wading pool 儿童泳池children's pool 蜿蜒水墙winding wall 石景雕塑 rock sculpture 中心广场central plaza 健身广场 exercise plaza 桥 bridge 交流广场 meditating plaza 趣味树阵 tree battle formation 停车 场parking area 特色花架 trellis 雕塑小道 sculpture trail (高尔夫)轻击区 putting green 高尔夫球会所 golf clubhouse 每栋建筑入口 entrance paving to unit 篮球 场basketball court 网球场 tennis court 阶梯坐台terracing seatwall 广场 main plaza 森林forest garden 石景园rockery garden 旱溪 dry stream 凉亭 Pavilion 户外淋浴outdoor shower 拉膜结构tensile structure 台阶 stair 高尔夫球车停车场parking(golf car) 健身站exercise station 晨跑小路jogging footpath 车道/人行driveway/sidewalk 人行漫步 道promena de 瀑布及跳舞喷泉(入口广场) water fall and dancing fountain (ent ry plaza) 特色入口 entry feature 石景广 场rockery plaza 园林学Landscape architecture garde n architecture 造园 学Garden making, landscape gardening 环境园艺 学Environmental horticulture 观赏园艺 学Ornamental horticulture 园林艺 术 garden art 园林美学 Garden aesthetics 园林建筑学 Garden architecture 园林建筑 Garden building 园林工程 Garden engineering 园林植物 Landscape plant 观赏植物 Ornamental plant 盆景Miniature landscape,penjing 园林 Garden and park 园林学史History Of garden architecture 园林规划Garden planning,landscaping planning 园林设计 Garden design 园林机具设备 Gardening machine 园林管理 Garden management 园林生态 Landscape ecology 绿 化greening,plantin g 环境绿化Environmental greening 绿地面积 Green area 绿地率Ratio Of green space 城市绿化覆盖率 Urban Green coverage 工厂绿化Factory greening,factory garden-ing 街道绿化Street greening,street planting 车行道绿化 Driveway greening 分车带绿化Dividing Stripe greening 人行道绿化 Sidewalk greening

景观专业术语英文

保留地 reserved land 步行街 pedestrian street 仓储区 warehouse district 仓储用地 warehouse land 城市(城镇)city 城市布局urban layout 城市道路面积率urban road area ratio 城市道路网urban road network 城市道路网密度density of urban road network 城市道路系统urban road system 城市对外交通intercity transportation 城市发展方向direction for urban development 城市发展目标goal for urban development 城市发展战略strategy for urban development 城市防洪urban flood control 城市防洪标准flood control standard 城市防洪工程flood control works 城市防空urban air defense 城市防灾urban disaster prevention 城市防震earthquake hazard protection 城市给水water supply 城市给水工程water supply engineering 城市给水系统water supply system 城市工程管线综合integrated design for utilities pipelines 城市功能分区functional districts 城市供电电源power source 城市供电系统power supply system 城市供热系统district heating system 城市规划urban planning 城市规划法规legislation on urban planning 城市规划管理urban planning administration 城市规划建设管理urban planning and development control 城市规划区urban planning area 城市规划用地管理urban planning land use administration 城市规模city size 城市化urbanization 城市化水平urbanization level 城市环境保护city environmental protection 城市环境污染city environmental pollution 城市环境质量city environmental quality 城市环境质量评价city environmental quality assessment 城市基础设施urban infrastructure 城市集中供热district heating 城市建成区urban built-up area

景观设计常用英语词汇

景观设计阶段常用英语词汇设计常用: 规划planning 服务范围scope of services 工作范围scope of work 开发的可行性规划development feasibility planning 景观规划landscape planning 总体规划master planning 草图sketch / rough map 平面plan 剖面section 立面elevation 透视perspective 示意图diagram 容积率coverage 城市设计urban design / civic design 区域规划regional planning 步行轴ped axis 总体规划general planning / master planning 分区规划district planning 近期建设规划immediate plan 城市详细规划detailed planning 控制性详细规control detailed planning 修建性详细规划site plan 居住区规划residential district planning 城市化urbanization 城市生态urban ecology 可持续发展sustainable development 项目竣工project closeout 项目会议project meetings 项目检查project observation 项目登记project records 项目规模project scale 主入口大门main entrance gate 主要入口main entrance 岗亭(车行&人行) guard house (for vehicle& pedestrian ) 次入口大门2nd entrance gate 次要入口secondary entrance 人流量visitors flowrate 车流量vehicle flowrate 商业中心入口entrance to shopping ctr. 水景water feature 小型露天剧场mini amphi-theatre

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