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
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
MuscleBuilder: a modeling tool for human anatomy
Journal of Computer Science and Technology - Special issue on computer graphics and computer-aided design
ACM SIGGRAPH 2006 Papers
Self-organization of Decentralized Swarm Agents Based on Modified Particle Swarm Algorithm
Journal of Intelligent and Robotic Systems
Real-time display of virtual humans: levels of details and impostors
IEEE Transactions on Circuits and Systems for Video Technology
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This paper presents a uniform conceptual model to co-operate with particle swarm optimization (PSO) for controlling the movement of crowds in computer graphics. According to the PSO mechanism, each particle in the swarm adopts the information to automatically find a path from the initial position to the optimum. However, PSO aims to obtain the optimal solution instead of the searching path, while the purpose of this work concentrates on the control of the crowd movement, which is composed of the generated searching paths of particles. Hence, in order to generate seemingly natural, appropriate paths of people in a crowd, we propose a model to work with the computational facilities provided in PSO. Compared to related approaches previously presented in the literature, the proposed model is simple, uniform, and easy to implement. The results of the conducted simulations demonstrate that the coupling of PSO and the proposed technique can generate appropriate non-deterministic, non-colliding paths for the use in computer graphics for several different scenarios, including static and dynamic obstacles, moving targets, and multiple crowds.