Space-efficient search algorithms
ACM Computing Surveys (CSUR)
Crowd simulation for interactive virtual environments and VR training systems
Proceedings of the Eurographic workshop on Computer animation and simulation
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Finding paths for coherent groups using clearance
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
Fast and accurate goal-directed motion synthesis for crowds
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Crowd Simulation
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In this paper, we propose a hierarchical approach to path planning that scales well for large crowds. Crowds have become an important research field that presents challenges associated to the high complexity of potential behaviors. In most related work crowds are designed to follow global or local rules that infer intelligent navigation and behavior. Path planning methods can be applied in simulation where it is required to have an exact distribution of the crowd in the environment. However, the simulation is often created offline as path planning algorithms do not scale well with large numbers of agents, if each is considered individually. Our approach provides reliable paths that can be used for environment crowd distribution evaluations, and scales well with a high number of agents to run at interactive from rates for up to a few thousand agents.