4.7 Article

Redirected Walking in Static and Dynamic Scenes Using Visibility Polygons

Journal

Publisher

IEEE COMPUTER SOC
DOI: 10.1109/TVCG.2021.3106432

Keywords

Legged locomotion; Virtual environments; Heuristic algorithms; Aerospace electronics; Planning; Space vehicles; Robots; Redirected Walking; Locomotion; Alignment; Visibility Polygon; Isovist; Motion Planning

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We introduce a new approach for redirected walking using robot motion planning techniques to compute redirection gains. A mathematical framework is proposed, utilizing visibility polygons to compute free spaces in physical and virtual environments. This approach efficiently steers users to regions of visibility polygons, resulting in fewer resets compared to existing algorithms.
We present a new approach for redirected walking in static and dynamic scenes that uses techniques from robot motion planning to compute the redirection gains that steer the user on collision-free paths in the physical space. Our first contribution is a mathematical framework for redirected walking using concepts from motion planning and configuration spaces. This framework highlights various geometric and perceptual constraints that tend to make collision-free redirected walking difficult. We use our framework to propose an efficient solution to the redirection problem that uses the notion of visibility polygons to compute the free spaces in the physical environment and the virtual environment. The visibility polygon provides a concise representation of the entire space that is visible, and therefore walkable, to the user from their position within an environment. Using this representation of walkable space, we apply redirected walking to steer the user to regions of the visibility polygon in the physical environment that closely match the region that the user occupies in the visibility polygon in the virtual environment. We show that our algorithm is able to steer the user along paths that result in significantly fewer resets than existing state-of-the-art algorithms in both static and dynamic scenes. Our project website is available at https://ganuna.umd.edu/vis.poly/.

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