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
Fast Synthetic Vision, Memory, and Learning Models for Virtual Humans
CA '99 Proceedings of the Computer Animation
Bottom-Up Visual Attention for Virtual Human Animation
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
From optic flow to laws of control
Optic flow and beyond
From optic flow to laws of control
Optic flow and beyond
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
Computer Animation and Virtual Worlds - CASA 2006
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Crowd Simulation
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Virtual Crowds: Methods, Simulation, and Control (Synthesis Lectures on Computer Graphics and Animation)
Egocentric affordance fields in pedestrian steering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Experiment-based modeling, simulation and validation of interactions between virtual walkers
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
Boids that see: Using self-occlusion for simulating large groups on GPUs
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Multi-robot coordination using generalized social potential fields
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
Pattern based motion for crowd simulation
Transactions on edutainment VI
Virtual Reality in Brazil 2011: Simulating crowds based on a space colonization algorithm
Computers and Graphics
MIG'11 Proceedings of the 4th international conference on Motion in Games
Crowd distribution and location preference
Computer Animation and Virtual Worlds
Realistic following behaviors for crowd simulation
Computer Graphics Forum
A statistical similarity measure for aggregate crowd dynamics
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Destination flow for crowd simulation
ECCV'12 Proceedings of the 12th international conference on Computer Vision - Volume Part III
Politeness improves interactivity in dense crowds
Computer Animation and Virtual Worlds
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Learning motion controllers with adaptive depth perception
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Environment-aware real-time crowd control
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Learning motion controllers with adaptive depth perception
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Environment-aware real-time crowd control
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Hybrid long-range collision avoidance for crowd simulation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Velocity-based modeling of physical interactions in multi-agent simulations
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
SPREAD: sound propagation and perception for autonomous agents in dynamic environments
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A pattern-based modeling framework for simulating human-like pedestrian steering behaviors
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Tracking with a mixed continuous-discrete Conditional Random Field
Computer Vision and Image Understanding
Context-sensitive data-driven crowd simulation
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Sound localization and multi-modal steering for autonomous virtual agents
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Graphical Models
The Visual Computer: International Journal of Computer Graphics
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In the everyday exercise of controlling their locomotion, humans rely on their optic flow of the perceived environment to achieve collision-free navigation. In crowds, in spite of the complexity of the environment made of numerous obstacles, humans demonstrate remarkable capacities in avoiding collisions. Cognitive science work on human locomotion states that relatively succinct information is extracted from the optic flow to achieve safe locomotion. In this paper, we explore a novel vision-based approach of collision avoidance between walkers that fits the requirements of interactive crowd simulation. By simulating humans based on cognitive science results, we detect future collisions as well as the level of danger from visual stimuli. The motor-response is twofold: a reorientation strategy prevents future collision, whereas a deceleration strategy prevents imminent collisions. Several examples of our simulation results show that the emergence of self-organized patterns of walkers is reinforced using our approach. The emergent phenomena are visually appealing. More importantly, they improve the overall efficiency of the walkers' traffic and avoid improbable locking situations.