1. DG4-4.3.1 ¿Cuál es el Camino Más Corto de A y B? VOD


    from Michael Serra / Added

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    Conjetura de la desigualdad del triángulo La suma de las longitudes de cualesquier dos lados de un triángulo es _____ que la longitud del tercer lado.

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    • DG4-4.3.1 What Is the Shortest Path from A to B? VOD


      from Michael Serra / Added

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      Triangle Inequality Conjecture The sum of the lengths of any two sides of a triangle is _____ _____ the length of the third side. 

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      • Shortest Hamilton Path Search Technical Demo


        from Alvin C. / Added

        181 Plays / / 0 Comments

        A hamilton path or traceable path is a path in a graph that every vertex once. This video demonstrates a hamilton path search process taking into account predefined start and end points while optimising the total path length.

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        • Shortest network path analysis


          from Robin Edwards / Added

          95 Plays / / 0 Comments

          A basic algorithm to calculate the shortest path through random networks (without passing through the same node twice). Networks with a higher ratio of connections to nodes (especially where connections cross each other) contain exponentially more possible paths between 2 points. The algorithm works by utilised a recursive nested logical process (see 'Search()') to compare all possible path options.

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          • PhygitalBrunch | Realtime pathfinding | Dijkstra's / A*


            from WARP / kroko / Added

            208 Plays / / 0 Comments

            realtime pathfinding using A* search algorithm. wrote class for openFrameworks. ofxAStar. the A* map is generated on run based on canvas width and density parameter passed into constructor. here - gridHorizCount: 70, gridVertCount: 40 for 720p canvas. class constructor also takes argument for path to be calculated either in 4 or 8 "cardinal" directions. right now i'm satisfied how it performs on my 5-year old macbook. the example shown is bloated w/ functions that won't be used in the final project. intension is to use only path between last two circles that enter the scene. the path (line) drawn is point by point. when finaly i'll reach aestethics - increasing map density for path smoothing is a big performance hit, therefore will also trick it in the view layer, presumably using every n-th point of the path as well as point cloud + blur. boc - aquarius

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            • Visibility Analysis


              from Benjamin Dillenburger / Added

              729 Plays / / 0 Comments

              This demo contains two parts: finding the shortest path between two points and the analysis of the field of view. The marked area in green represents the pixels that are visible from the position of the agent. The calculation is pixel-based and implements ideas of the Bresenham algorithm.

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