Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Modeling realistic high density autonomous agent crowd movement: social forces, communication, roles and psychological influences
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modification of crowd behaviour modelling under microscopic level in panic situation
MIG'10 Proceedings of the Third international conference on Motion in games
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We present a hierarchical behavior model to simulate realistic crowd behaviors. This model is composed of two parts. One is the low density behavior module, emphasizing the autonomy and diversity of the behaviors. The other is high density behavior module, paying attention to showing the flocking instincts of the crowd. We design a new mechanism to schedule them to generate appropriate behaviors based on the crowd density. We also take into account the impact of the crowd density on the motion speed and provide an interface for the users to control the motions of the crowd. The experimental results show that our hierarchical behavior model not only well reflects the characteristics of the human behaviors, but also shows plausible crowd behaviors to respond properly to certain event.