Semantic navigation meshes for complex outdoor terrains

Traditional navigation meshes are typically based on splitting the terrain into connected convex regions representing walkable cells. This works well for almost flat terrains where obstacles are clearly defined by walls or holes. When applied to complex outdoor environments with many changes in terrain height and slope, traditional approaches fail to correctly identify the walkable areas. Current navigation meshes require the user to specify the character's maximum step size and slope, and then classify the environment as walkable or non-walkable, thus limiting the flexibility to adjust paths to the agents' characteristics. Even if some terrain properties are then computed to add semantics to the navigation mesh, many cells could cover a wide range of values, as this information was ignored during its generation. In this paper, we present a novel approach to generate semantic navigation meshes, where the generated cells have a coherent and low-variance range of values for the chosen semantics (e.g., slope). Cell generation is performed with a semantic partitioning based on a region-growing algorithm. Our navigation mesh allows us to preserve the full complexity of the terrain without forcing a binary decision between walkable and non-walkable and provides useful semantics for the pathfinding algorithm.

Publication Details

Journal
QRU Quaderns de Recerca en Urbanisme
Published
2025-01-01
DOI
https://doi.org/10.2312/ceig.20251116
Primary Topic
Robotic Path Planning Algorithms
Type
article
Field-Weighted Citation Impact
0.00

Funders

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article

Semantic navigation meshes for complex outdoor terrains

QRU Quaderns de Recerca en Urbanisme
Robotic Path Planning Algorithms
article

Semantic navigation meshes for complex outdoor terrains

article en

Abstract

Traditional navigation meshes are typically based on splitting the terrain into connected convex regions representing walkable cells. This works well for almost flat terrains where obstacles are clearly defined by walls or holes. When applied to complex outdoor environments with many changes in terrain height and slope, traditional approaches fail to correctly identify the walkable areas. Current navigation meshes require the user to specify the character's maximum step size and slope, and then classify the environment as walkable or non-walkable, thus limiting the flexibility to adjust paths to the agents' characteristics. Even if some terrain properties are then computed to add semantics to the navigation mesh, many cells could cover a wide range of values, as this information was ignored during its generation. In this paper, we present a novel approach to generate semantic navigation meshes, where the generated cells have a coherent and low-variance range of values for the chosen semantics (e.g., slope). Cell generation is performed with a semantic partitioning based on a region-growing algorithm. Our navigation mesh allows us to preserve the full complexity of the terrain without forcing a binary decision between walkable and non-walkable and provides useful semantics for the pathfinding algorithm.

QRU Quaderns de Recerca en Urbanisme
European Commission, Generalitat de Catalunya, Agencia Estatal de Investigación
Sustainable cities and communities
Openalex Percentile: Top 51%
Robotic Path Planning Algorithms
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Semantic navigation meshes for complex outdoor terrains · QRU Quaderns de Recerca en Urbanisme (2025) | TGRS Research Map | TGRS