Path Visualizer: Gaurav Rana 01 Abhishek Kumar Singh 17 Adarsh Singh 18 Mentor-Mrs. Huda Khan
Path Visualizer: Gaurav Rana 01 Abhishek Kumar Singh 17 Adarsh Singh 18 Mentor-Mrs. Huda Khan
By:
Gaurav Rana 01
Abhishek Kumar Singh 17
Adarsh Singh 18
• One of the recent papers in this area is "A Review of Pathfinding Algorithms for Video
Games" by Adi Botea and Martin Müller (2017). This paper provides an overview of
various pathfinding algorithms used in video games, including A* algorithm, Djikstra's
algorithm, and Jump Point Search. The authors also discuss the limitations and advantages
of these algorithms and provide recommendations for selecting the appropriate algorithm
based on the specific requirements of the game.
• Another recent publication in this area is "Interactive Path Visualization for Augmented
Reality Applications" by Jinyi Wu et al. (2020). This paper proposes a real-time interactive
path visualization system that uses augmented reality technology to overlay the path on a
live video stream. The system allows users to interact with the path by adding waypoints or
adjusting the path as needed. The authors demonstrate the feasibility of the system in a
campus navigation scenario.
• "Path Visualization using Data-driven Approaches" by Vishwanath A. Sindagi and Vishal
M. Patel (2018) is another relevant paper in this field. The authors propose a data-driven
approach for path visualization that utilizes deep learning techniques to learn the mapping
between the input data and the corresponding path. The proposed approach is evaluated on
a large-scale dataset and compared with other state-of-the-art methods.
Problem Statement
• Identify the requirements: First, determine the requirements of the path visualization
system, including the type of data to be visualized, the target audience, and the criteria
for evaluating the effectiveness of the system.
• Collect data: Gather the data necessary for path visualization, such as maze or graphs
representing the network.
• Choose a path visualization algorithm: Select an appropriate algorithm for finding the
shortest path between two points, such as A* algorithm, Dijkstra's algorithm, DFS or
BFS.
• Implement the algorithm: Write code to implement the selected algorithm, taking into
account any special requirements or modifications needed for the specific application.
• Visualize the path: Use visualization techniques, such as graphics or animation, to
display the path found by the algorithm on the maze or board.
• User interface design: Create an interactive user interface that allows users to input
starting and ending locations, adjust the visualization parameters, and explore
alternative paths.
Software Used
• React
• ExpressJS
• NodeJS
• Material UI
• Javascript
Application
• Navigation systems
• Robotics
• Transportation
• Video Games
• Emergency services
Implementation
Implementation
Implementation
Result and Discussion
We implemented Path visualizer, a method for visualizing path analysis in sizable multivariate
graphs. Our query-based technique enables users to search for paths utilizing different path-
finding algorithms including Dijkstra, A*, BFS, and DFS between a specified start and end.
The analysis process is sped up by the immediate display of intermediate results, which enables
early query improvement. With consideration for topology, characteristics, and grouping
structures, paths can be evaluated and graded holistically. With blocks (or nodes) serving as the
fundamental building blocks, we used a two-dimensional graph to demonstrate Pathfinder.
The analysis of networks from other domains, such as social or computer networks, can,
nevertheless, benefit from our technique, and we are sure in this. All of the prerequisites are met
by our method, with the exception of path exploration and analysis. Analysts may have a better
understanding of the variety of paths if they group similar paths together and display their
fundamental structure.
This could be a different strategy for ranking the other paths when dealing with lengthy lists of
paths when combined with releasing facts on demand. Additionally, a user-defined combination
of features, such as topology, attributes, and sets, may be used to drive aggregates. We think that
this will be a useful area of study in the future.
Future Scope
• We will add more algorithms in order for their
visualization respectively.
• This could be a different strategy for ranking the
other paths when dealing with lengthy lists of paths
when combined with releasing facts on demand.
• Additionally, a user-defined combination of
features, such as topology, attributes, and sets,
may be used to drive aggregates. We think that this
will be a useful area of study in the future.
Acknowledgement
• We would like to thank Ms. Huda Khan, our
project advisor for providing me with valuable
guidance, support and feedback throughout the
project.
• We would love to thank my family and friends
for their unwavering support and
encouragement throughout the project. They
were a constant source of motivation for us .
References
• [1]. Chen Yifu, Lu Wei, Ding Haojie. Research on
Optimization Strategy of Dijkstra Algorithm[J]. Computer
Technology and Development, 2006, 16(9): 73~75.
• [2]. Zhang Yonglong. Optimization of Dijkstra optimal path
algorithm[J]. Journal of Nanchang Institute of Technology,
2006, 25(3): 30~33.
• [3]. Adi Botea and Martin Müller (2017) published one of
the recent papers in this area is "A Review of Pathfinding
Algorithms for Video Games"
• https
://www.researchgate.net/publication/273264449_Understan
ding_Dijkstra_Algorithm
Thank You