I'm assuming that represents an entire open area (otherwise the path optimization makes no sense) and the dark stuff are the obstacles. In that case I'm wondering how the arrive at the actual grids and arrows (slide 12)
I'm assuming that represents an entire open area (otherwise the path optimization makes no sense) and the dark stuff are the obstacles. In that case I'm wondering how the arrive at the actual grids and arrows (slide 12)
Disclaimer: I am a MSc student working on the above method for my final thesis (involving GPGPU steps and a true multi-tiled approach).
As for the path, A* search is usually the name of the game for any kind of 2D pathfinding. With the usual Euclidean distance heuristic it always returns the shortest path, but it's possible to use an "inadmissible" heuristic to make it run faster (and produce sub-optimal paths). The arrows shown on the slides are a little baffling; I can't imagine why those four vertically stacked boxes on the right-hand side would create a jagged path, for instance. It may just be exaggerated for effect.
Most toy examples I know use an even square grid so I was wondering if I might be missing something there.
Either way thanks for the answer (same goes for the other posters who provided links)