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Applications to Robotics and Path Navigation
where T is the arrival time and F(x,y,theta) is the speed at a point (x,y,theta) taken as zero if the object cannot enter that point. This is similar to the application of computing shortest geodesic paths on manifold in that one uses the Fast Marching Method to find the arrival time solution and then traces backwards along the gradient to produce the shortest path. The resulting algorithm is O(N log N), where N is the number of points in the computational domain, making it a highly efficient technique. Reference 1 below shows how these techniques may be applied to problems in path planning. The interested reader is referred to Example:
(see Reference 1 below) Design your own obstacle course and robot New Book and Resource on Level Set and Fast Marching Methods References:
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