Real-time obstacle avoidance for manipulators and mobile robots
International Journal of Robotics Research
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Crowd simulation in immersive space management
Proceedings of the Eurographics workshop on Virtual environments and scientific visualization '96
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Planning Algorithms
Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs
IEEE Transactions on Visualization and Computer Graphics
Real-time display of virtual humans: levels of details and impostors
IEEE Transactions on Circuits and Systems for Video Technology
Relaxed Steering towards Oriented Region Goals
Motion in Games
Long term real trajectory reuse through region goal satisfaction
MIG'11 Proceedings of the 4th international conference on Motion in Games
Within-crowd immersive evaluation of collision avoidance behaviors
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Hi-index | 0.00 |
We describe a method for populating large virtual environments with crowds of virtual pedestrians. Pedestrians are distributed in the environment by giving them goal destinations to reach. In order to facilitate this population setup, we assign identical destinations to batch of pedestrians, resulting in navigation flows. In order to preserve individuality of pedestrians, navigation is planned with variety and each pedestrians follows its own unique trajectory. This specific navigation planning technique answers user's queries very rapidly. As a result, impact of the insertion of a new navigation flow in the environment is directly observable, and interactive design is achieved. Once the problem of design solved, we address the problem of simulating the virtual population navigation. A level-of-details strategy is used to achieve on-line real-time simulation of large crowds, formed by up to tens of thousands of pedestrians. We illustrate our method on the typical example of a virtual city, and discuss our approach.