Roland Geraerts

Orcid: 0000-0002-8161-579X

According to our database1, Roland Geraerts authored at least 39 papers between 2002 and 2022.

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Bibliography

2022
Automatic Parameter Tuning via Reinforcement Learning for Crowd Simulation with Social Distancing.
Proceedings of the 26th International Conference on Methods and Models in Automation and Robotics, 2022

2020
Comparing navigation meshes: Theoretical analysis and practical metrics.
Comput. Graph., 2020

CrowdAR Table An AR system for Real-time Interactive Crowd Simulation.
Proceedings of the IEEE International Conference on Artificial Intelligence and Virtual Reality, 2020

2019
CrowdAR Table - An AR Table for Interactive Crowd Simulation.
Proceedings of the 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2019

2018
The Medial Axis of a Multi-Layered Environment and Its Application as a Navigation Mesh.
ACM Trans. Spatial Algorithms Syst., 2018

Annotating Traversable Gaps in Walkable Environments.
Proceedings of the 2018 IEEE International Conference on Robotics and Automation, 2018

2017
A comparative study of <i>k</i>-nearest neighbour techniques in crowd simulation.
Comput. Animat. Virtual Worlds, 2017

The Explicit Corridor Map: A Medial Axis-Based Navigation Mesh for Multi-Layered Environments.
CoRR, 2017

2016
Towards social behavior in virtual-agent navigation.
Sci. China Inf. Sci., 2016

A comparative study of navigation meshes.
Proceedings of the 9th International Conference on Motion in Games, 2016

Separating a walkable environment into layers.
Proceedings of the 9th International Conference on Motion in Games, 2016

The Explicit Corridor Map: Using the Medial Axis for Real-Time Path Planning and Crowd Simulation.
Proceedings of the 32nd International Symposium on Computational Geometry, 2016

Performing Multicut on Walkable Environments - Obtaining a Minimally Connected Multi-layered Environment from a Walkable Environment.
Proceedings of the Combinatorial Optimization and Applications, 2016

2015
Adding sociality to virtual pedestrian groups.
Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology, 2015

Dynamically Pruned A* for re-planning in navigation meshes.
Proceedings of the 2015 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2015

2014
Computing high-quality paths in weighted regions.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

GPGPU-accelerated construction of high-resolution generalized voronoi diagrams and navigation meshes.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

2013
Real-time path planning in heterogeneous environments.
Comput. Animat. Virtual Worlds, 2013

2012
A navigation mesh for dynamic environments.
Comput. Animat. Virtual Worlds, 2012

Real-time density-based crowd simulation.
Comput. Animat. Virtual Worlds, 2012

Space-Time Group Motion Planning.
Proceedings of the Algorithmic Foundations of Robotics X, 2012

2011
Combining path planners and motion graphs.
Comput. Animat. Virtual Worlds, 2011

Navigation meshes for realistic multi-layered environments.
Proceedings of the 2011 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2011

2010
Path Planning for Groups Using Column Generation.
Proceedings of the Motion in Games - Third International Conference, 2010

Planning short paths with clearance using explicit corridors.
Proceedings of the IEEE International Conference on Robotics and Automation, 2010

2009
Camera Planning in Virtual Environments Using the Corridor Map Method.
Proceedings of the Motion in Games, Second International Workshop, 2009

Indicative routes for path planning and crowd simulation.
Proceedings of the 4th International Conference on Foundations of Digital Games, 2009

2008
Using the Corridor Map Method for Path Planning for a Large Number of Characters.
Proceedings of the Motion in Games, First International Workshop, 2008

Flexible Path Planning Using Corridor Maps.
Proceedings of the Algorithms, 2008

2007
Reachability-based analysis for Probabilistic Roadmap planners.
Robotics Auton. Syst., 2007

The corridor map method: a general framework for real-time high-quality path planning.
Comput. Animat. Virtual Worlds, 2007

Creating High-quality Paths for Motion Planning.
Int. J. Robotics Res., 2007

The Corridor Map Method: Real-Time High-Quality Path Planning.
Proceedings of the 2007 IEEE International Conference on Robotics and Automation, 2007

2006
Sampling and node adding in probabilistic roadmap planners.
Robotics Auton. Syst., 2006

Creating High-quality Roadmaps for Motion Planning in Virtual Environments.
Proceedings of the 2006 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2006

2005
On improving the clearance for robots in high-dimensional configuration spaces.
Proceedings of the 2005 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2005

Reachability Analysis of Sampling Based Planners.
Proceedings of the 2005 IEEE International Conference on Robotics and Automation, 2005

2004
Clearance based Path Optimization for Motion Planning.
Proceedings of the 2004 IEEE International Conference on Robotics and Automation, 2004

2002
A Comparative Study of Probabilistic Roadmap Planners.
Proceedings of the Algorithmic Foundations of Robotics V, 2002


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