<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-04-13T02:16:26Z</responseDate><request verb="GetRecord" identifier="oai:www.recercat.cat:2099.1/16508" metadataPrefix="marc">https://recercat.cat/oai/request</request><GetRecord><record><header><identifier>oai:recercat.cat:2099.1/16508</identifier><datestamp>2025-07-22T20:01:34Z</datestamp><setSpec>com_2072_1033</setSpec><setSpec>col_2072_452951</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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      <subfield code="a">Oliva Martínez, Ramon</subfield>
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      <subfield code="c">2012-09-05</subfield>
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      <subfield code="a">A popular solution to solve the problem of navigation in a complex scene, consists of subdividing the scene into convex regions (cells) forming what is commonly known as a Navigation Mesh (NavMesh). A Cell-and-Portal Graph (CPG) is then created where a node of the graph corresponds to a convex region of the NavMesh and a portal is an edge shared by two cells. Path-finding can then be solved using an algorithm such as A*.&#xd;
Although NavMeshes are widely used on complex applications such as videogames and virtual simulations, there are not many applications to automatically generate a NavMesh appropriate for path planning, so often either the user need to refine those semi-automatic NavMeshes, or create them by hand from scratch which is extremely time consuming and a source of errors.&#xd;
There is therefore a need for automatic methods to generate Cell-and-Portal Graphs for navigation, from any given 3D environment with minimum user input required. This thesis focuses on solving such a complex problem. The work presented in this master thesis gets as an input any 3D virtual environment represented by a polygon soup, and provides as an output the complete CPG.&#xd;
The main contribution of this thesis is a novel GPU based method to generate a NavMesh for a given 3D scene. Our method has two main steps: firstly it abstracts away the information of the 3D model that represents the scene (with its slopes, steps and other obstacles) to automatically convert it into a 2D representation based on several layers of a single simple polygon (floor) that can contain holes (obstacles). Secondly, it automatically generates a suboptimal convex decomposition of this 2D representation which represents the CPG. Our method is robust against degeneracies of the starting 3D model, such as interpenetrating geometry.</subfield>
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      <subfield code="a">Àrees temàtiques de la UPC::Informàtica::Infografia</subfield>
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      <subfield code="a">Computer graphics</subfield>
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      <subfield code="a">Three-dimensional imaging</subfield>
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      <subfield code="a">Visualització (Informàtica)</subfield>
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      <subfield code="a">Infografia</subfield>
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      <subfield code="a">Imatges tridimensionals</subfield>
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      <subfield code="a">Information display systems</subfield>
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      <subfield code="a">ANAVMG: Automatic generation of suboptimal Navmeshes for 3D virtual environments</subfield>
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