CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Variety Is the Spice of (Virtual) Life
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
An agent-based proxemic model for pedestrian and group dynamics: motivations and first experiments
MABS'11 Proceedings of the 12th international conference on Multi-Agent-Based Simulation
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Combining activity scheduling and path planning to populate virtual cities
Proceedings of the 2013 international conference on Autonomous agents and multi-agent systems
Technical Section: A GPU-assisted hybrid model for real-time crowd simulations
Computers and Graphics
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Simulating a natural-looking virtual populace requires modeling different behavioral levels to mimic how people choose and organize their activities. A multilayer behavior model for crowd simulation can help developers endow each entity with high-level objectives built on top of a reactive and cognitive decision system.