Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Better group behaviors in complex environments using global roadmaps
ICAL 2003 Proceedings of the eighth international conference on Artificial life
Finding paths for coherent groups using clearance
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast and accurate goal-directed motion synthesis for crowds
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computer Animation and Virtual Worlds - CASA 2007
Real-time navigation of independent agents using adaptive roadmaps
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Crowd Simulation
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time crowd motion planning: Scalable Avoidance and Group Behavior
The Visual Computer: International Journal of Computer Graphics
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Technical Section: Continuum crowd simulation in complex environments
Computers and Graphics
Parallelizing continuum crowds
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
From geometry to spatial reasoning: automatic structuring of 3d virtual environments
MIG'11 Proceedings of the 4th international conference on Motion in Games
Out of context augmented navfields: designing crowd choreographies
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Simulation of Pedestrian Behavior in Intermodal Facilities
International Journal of Agent Technologies and Systems
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Simulating crowds in complex environment is fascinating and challenging, however, modeling of the environment is always neglected in the past, which is one of the essential problems in crowd simulation especially for multilayered complex environment. This paper presents a semantic model for representing the complex environment, where the semantic information is described with a three-tier framework: a geometric level, a semantic level and an application level. Each level contains different maps for different purposes and our approach greatly facilitates the interactions between individuals and virtual environment. And then a modified continuum crowd method is designed to fit the proposed virtual environment model so that realistic behaviors of large dense crowds could be simulated in multilayered complex environments such as buildings and subway stations. Finally, we implement this method and test it in two complex synthetic urban spaces. The experiment results demonstrate that the semantic environment model can provide sufficient and accurate information for crowd simulation in multilayered complex environment.