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Improved Shortest Path Maps with GPU Shaders

Graphics 2018-05-23 v1

Abstract

We present in this paper several improvements for computing shortest path maps using OpenGL shaders. The approach explores GPU rasterization as a way to propagate optimal costs on a polygonal 2D environment, producing shortest path maps which can efficiently be queried at run-time. Our improved method relies on Compute Shaders for improved performance, does not require any CPU pre-computation, and handles shortest path maps both with source points and with line segment sources. The produced path maps partition the input environment into regions sharing a same parent point along the shortest path to the closest source point or segment source. Our method produces paths with global optimality, a characteristic which has been mostly neglected in animated virtual environments. The proposed approach is particularly suitable for the animation of multiple agents moving toward the entrances or exits of a virtual environment, a situation which is efficiently represented with the proposed path maps.

Keywords

Cite

@article{arxiv.1805.08500,
  title  = {Improved Shortest Path Maps with GPU Shaders},
  author = {Renato Farias and Marcelo Kallmann},
  journal= {arXiv preprint arXiv:1805.08500},
  year   = {2018}
}

Comments

Work being submitted for peer review, 9 pages, 8 figures

R2 v1 2026-06-23T02:03:55.162Z