Navigation guided by artificial force fields
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Shape transformation using variational implicit functions
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Reconstruction and representation of 3D objects with radial basis functions
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Collision-Free Object Movement Using Vector Fields
IEEE Computer Graphics and Applications
Constrained animation of flocks
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Better group behaviors in complex environments using global roadmaps
ICAL 2003 Proceedings of the eighth international conference on Artificial life
Scenario description for multi-agent simulation
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Behavior planning for character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Psychological model for animating crowded pedestrians: Virtual Humans and Social Agents
Computer Animation and Virtual Worlds - CASA 2005
LU-GPU: Efficient Algorithms for Solving Dense Linear Systems on Graphics Hardware
SC '05 Proceedings of the 2005 ACM/IEEE conference on Supercomputing
ACM SIGGRAPH 2006 Papers
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
EvoCOMNET'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part II
Multimedia Tools and Applications
Out of context augmented navfields: designing crowd choreographies
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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Interactive control is one of the key issues when simulating crowd navigation in virtual environment. In this paper, we propose a simple but practical method for authoring crowd scenes in an effective and intuitive way. Radial Basis Functions (RBF) based vector field is employed as the governing tool to drive the motion flow. With this basic mathematical tool, users can easily control the motions of crowd by simply sketching velocities on a few points in the scene. Our approach is fast enough to allow on-the-fly modification of the vector field. Besides, the behavior of an individual in a crowd can be interactively adjusted by changing the ratio between its autonomous and governed movements.