the computer’s memory as a grid of cells. Each cell
represent an information about the space (typ. obsta-
cle or not). For this study, we will store a Boolean in
each cell meaning the presence of an obstacle (true)
or not (false).
Working straight from the discretized map gener-
ates the first problem : the space size for the research
of the best path. In two dimensions, we will have a
n × m cells. If both dimensions grow by 2, the size
of the research space is then multiplied by four. The
growth is exponential with the dimension.
Another problem with this representation is the
accuracy. A fine representation of the environment
and path needs a high sample rate that increases the
size of the overall grid, memory consumption and
computing time.
A last issue with this representation is the graph of
the connection between each node (generally equiva-
lent to cells). The bigger the space and the bigger
will be the number of connection to pile up in mem-
ory. For a 2 dimensional space, there are different
kinds of connectivity to define links between cells:
4-connectivity (only horizontal and vertical moves)
and 8 connectivity (same as before, moreover diago-
nal moves are allowed). In a mobile robotics context,
none of them, combined with classical approaches
(Dijkstra or A* based algorithms) provides a satisfy-
ing trajectory.
Some other techniques like rrt (LaValle,
2006)(rapidly random explored trees) has also
been proposed in the state of the art. Even if these
techniques has been proven to be very fast and quite
efficient in practice, some drawbacks still remain.
Such algorithms provides non-optimal solutions
without any guaranty of convergence. As these
techniques are based on a random exploration of
the environment, the repeatability is very poor. For
these reasons, our work is mainly focused on a
Vorono
¨
ı Diagram based approach that seems to be an
interesting avenue for research.
Previous works have shown that the use of Gen-
eralized Vorono
¨
ı Diagrams (Fortune, 1987) (Seda and
Pich, 2008) is a big step forward to tackle those prob-
lems. Such diagrams are used to quickly explore the
space and thus reduce it to a graph where nodes are
particular cells. Indeed, each cell of the graph repre-
sents a point which is equidistant to any change in the
space (in our case, a change will be represented by the
configuration of each cell: navigable or not).
Applying this representation to a standard map
will result in the obtention of a graph with nodes, con-
nected to each other. Nodes are only placed in the
middle of the free space between walls. Such com-
puted diagram is shown on Figure 2.
Figure 2: Vorono
¨
ı graph on a map (the blue circles are the
Vorono
¨
ı cells).
There is still one limit which remains similar to
the one before: the granularity of the space. The
finer the graph will be and bigger memory space will
be used. However, this amount will always be very
smaller than the initial grid representation. Note also
that the computation of the Vorono
¨
ı Diagram has been
proven to have a linear complexity (Fortune, 1987).
2 TRAJECTORY PLANNING
To simplify our presentation, we will consider that the
graph is connected, from one point we can always
reach another one. The input of our path optimiza-
tion algorithm can be obtained by any path planning
algorithms (A*, Dijkstra algorithm, . . . ). On Figure 3,
the path from the top left node of the Vorono
¨
ı graph
to the bottom right was computed using the Dijkstra’s
algorithm.
2.1 Optimization Issue
As seen on the Figure 3, different spots can be op-
timized. For example, the orange circled area is not
optimal. Indeed, to be more efficient, the trajectory
would have to go less high and more straight. In this
way the robot would save energy (less turn and accel-
eration) and use less time to travel.
PathPlanningOptimizationbasedonBézierCurvesthroughOpen-doorsWayPoint
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