ORION / NAVIGATION_LAYER

ATHENA

Autonomous Terrain & Hazard Exploration Navigation Agent

ATHENA is a real-time 3D rover autonomy simulator with multi-algorithm pathfinding, infinite procedural terrain, and multi-planetary deployment.

The entire system runs in-browser. No backend required.

4
Algorithms
4
Planets
Terrain
0
Backend
Project Classification
Rover Navigation Sim
LIVE
Role Navigation Layer
Deployment browser-native
Ecosystem ORION
Rendering Three.js / WebGL
Framework React 18 + Vite
Planets Mars · Venus · Europa · Titan
Timeline Jan 2026 - Present
Built By
David Young
+ Swan Yi Htet
Fig 01 / Full Demonstration athena_demo.mp4

Full demonstration: multi-algorithm pathfinding, manual driving, terrain controls, and planetary environment switching.

01 / Mission Overview

What It Does

A rover is placed on an infinite procedurally generated planetary surface. The operator clicks anywhere on the terrain and the rover plans a path using one of four selectable algorithms, visualizing the search in real-time.

The terrain extends infinitely in every direction with no boundaries. Slopes, craters, and rocks are all generated deterministically from seeded noise.

The operator can switch between Mars, Venus, Europa, and Titan. Each planet rebuilds the entire terrain, sky, lighting, fog, and surface colors to match its real physical conditions.

Core Capabilities
Four pathfinding algorithms
Real-time search viz
Cost heat mapping
Multi-waypoint missions
Infinite procedural terrain
Four planetary environments
Live engineering viewport
02 / Navigation Intelligence

Pathfinding Algorithms

ATHENA implements four search algorithms. Each uses the same slope-based cost function but explores the search space in fundamentally different ways. The operator selects an algorithm, clicks a target, and watches the search expand in real-time with a step-by-step visualizer.

A*
A-Star Search
the default
focused

Explores by estimated total cost: actual cost traveled (g) plus a heuristic estimate to the goal (h).

Produces a focused beam that expands toward the target, exploring far fewer nodes than uninformed search. The heuristic is Euclidean distance.

Cost: flat ×1 · slope ×15 · >35° ×200 (impassable)
Di
Dijkstra's Algorithm
uniform flood
optimal

A* without the heuristic. Explores by actual cost only, producing a uniform circular flood outward from the rover.

Guaranteed to find the optimal path, but explores significantly more nodes than A*. Where A* expands in a narrow beam, Dijkstra floods outward in concentric rings.

RRT
Rapidly-exploring Random Trees
probabilistic
15% bias

Instead of expanding on a grid, RRT randomly samples points in the world, finds the nearest existing tree node, and extends a branch toward the sample.

A 15% goal bias ensures the tree grows toward the target. Visualization is a branching tree structure.

Branches rejected on slopes >35° natural hazard avoidance
D*L
D* Lite
backward search
replan

Searches backward from the goal to the rover. The expansion wave originates at the target and floods toward the rover's position.

Designed for replanning: when the environment changes mid-traverse, only the affected portion needs to be recomputed. Natural choice for dynamic environments.

Universal Interface

All four algorithms implement the same stepper interface: step(), getClosedPositions(), getOpenPositions(). The visualization layer doesn't know or care which algorithm is running. Swap the algorithm, the viz just works.

03 / World Generation

Terrain Generation

The terrain is infinite. There are no edges, no loading screens, no prebuilt maps. The rover can drive in any direction forever.

A Chunk System

The world is divided into 80-unit chunks. A 7×7 grid of chunks (49 total) is maintained around the rover.

As the rover moves, chunks behind unload and new chunks ahead generate. Generation and disposal happen every 0.5 seconds.

B Height Function

3-layer fBm noise at different frequencies blended together, sampled from independent 256×256 seeded noise textures, plus a ridge noise layer for sharp geological features.

One continuous world-space function.

C Crater Hashing

Deterministic craters placed using spatial cell hashing. The world is divided into 50-unit cells, each cell's hash determines its craters.

Crater geometry: parabolic depression with raised rim.

Design Principle

Every height query, whether for terrain mesh vertices, rover ground contact, pathfinding cost, or the engineering viewport, calls the same getWorldHeight() function. There is one source of truth.

04 / Hazard Assessment

Terrain
Analysis

Toggling the TERRAIN overlay renders a continuous slope gradient across the entire visible terrain. Every vertex is scored by its slope angle and colored on a smooth ramp.

10° 20° 30° 35°+
Green (low opacity) · Flat terrain, safe traversal. Slope below 10°
Yellow-orange (moderate opacity) · Moderate slopes, caution zone. 10-20°
Red (high opacity) · Steep, hazardous or impassable. Above 30°
Universal Cost

Pathfinding, hazard classification, terrain analysis, and traversability scoring all derive from the same getWorldSlope() function.

One physical quantity drives all navigation intelligence.

Overlay sits 0.15 units above terrain surface with transparency. Opacity increases with hazard severity, making dangerous zones visually prominent without obscuring safe terrain.
05 / Mission Chaining

Multi-Waypoint
Mission Planning

The operator can plan multi-stop missions with amber beacons dropped across the terrain.

The system plans each leg sequentially using the selected algorithm. Paths are concatenated into a single continuous route. The rover traverses the full mission automatically.

If any leg is blocked by impassable terrain, the mission reports the failure before the rover moves.

Mission Workflow
01
Enter Planning Mode
click MULTI-WAYPOINT
02
Drop Waypoints
click locations, amber beacons appear
03
Execute Mission
chain paths: rover → W1 → W2 → ... → Wn
06 / Planetary Deployment 4 worlds

Planetary Environments

ATHENA deploys to four planetary bodies. Each changes the entire simulation: terrain chunks rebuild with new height scales, surface and rock colors, crater density, roughness, sky gradients, fog density, sun color and intensity, and dust particle colors.

rocky

Mars

THE RED PLANET

Gravity 3.72 m/s²
Atmosphere 0.6 kPa CO₂
Surface −60°C
Terrain rocky, cratered
Visibility mod. dust
Craters dense
volcanic

Venus

THE HELLSCAPE

Gravity 8.87 m/s²
Atmosphere 9200 kPa CO₂
Surface 462°C
Terrain flat volcanic
Visibility thick haze
Craters very sparse
icy moon

Europa

JUPITER'S ICE WORLD

Gravity 1.31 m/s²
Atmosphere ~0 Pa
Surface −160°C
Terrain icy ridges
Visibility crystal clear
Craters moderate
dunes

Titan

SATURN'S GIANT MOON

Gravity 1.35 m/s²
Atmosphere 146.7 kPa N₂
Surface −179°C
Terrain smooth dunes
Visibility dense haze
Craters almost none
Planet Parameters, Not Planet Code

Each planet is a data object, not a separate code path. Mars and Europa run identical terrain generation logic with different parameter values. Adding a new planet is adding one object to a dictionary.

07 / Telemetry

Engineering
Viewport

A separate Three.js renderer draws a detailed 3D rover model with orbit and zoom controls.

The viewport has independent camera controls. The operator can orbit and zoom the engineering view without affecting the main simulation camera.

Live Telemetry
Wheel Spin synced to speed
Chassis Tilt synced to slope
Terrain Patch wireframe, live sample
Wheel RPM readout
Motor Power readout
Suspension Angle readout
Terrain Grade readout
08 / System Architecture

Architecture

ATHENA v2.0
React + Three.js · Browser
Terrain Engine
  • fBm noise
  • Crater hash
  • Chunk mgmt
  • Slope calc
Pathfinding Engine
  • A*
  • Dijkstra
  • RRT
  • D* Lite
Planetary Environment
  • Mars
  • Venus
  • Europa
  • Titan
Unified World Model
getWorldHeight() · getWorldSlope() · chunks
Visualization Layer
Cost heat map · Frontier · Trail · Waypoints
Rover Simulation · Engineering Viewport
09 / Ecosystem Context

Part of ORION

ATHENA is the navigation layer of a modular robotics ecosystem. The path-planning intelligence developed for planetary rovers generalizes to any mobile robot navigating unknown terrain.

ATHENA
Navigation
Pathfinding
Terrain
BROTEUS
Perception
Grasp intel
Gestures
CHIRON
Motor cortex
IK solver
Sequencer
DAEDALUS
Physics
discovery
SINDy
RL PIPELINE
PPO / SAC
ONNX
50-200 Hz

ATHENA navigates. BROTEUS sees. ORION decides. CHIRON moves. DAEDALUS calibrates.

10 / Technical Stack

Tech Stack

Rendering Three.js (WebGL)
Framework React 18 + Vite
Pathfinding A*, Dijkstra, RRT, D* Lite
Terrain 3-layer fBm noise
Chunks 7×7 grid, 80-unit
Resolution 64×64 vertices/chunk
Visualization Pre-allocated 50K buffers
Planets Mars, Venus, Europa, Titan