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
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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
Efficient max-norm distance computation and reliable voxelization
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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
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Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Interactive Control of Large-Crowd Navigation in Virtual Environments Using Vector Fields
IEEE Computer Graphics and Applications
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Aggregate dynamics for dense crowd simulation
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Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A semantic environment model for crowd simulation in multilayered complex environment
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Parallelizing continuum crowds
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Evoking panic in crowd simulation
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A unified structure for crowd simulation
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Using emotion transmission to simulate spectator behaviors
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Advanced Engineering Informatics
Inserting virtual pedestrians into pedestrian groups video with behavior consistency
The Visual Computer: International Journal of Computer Graphics
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This paper presents a novel approach for crowd simulation in complex environments. Our method is based on the continuum model proposed by Treuille et al. [13]. Compared to the original method, our solution is well-suited for complex environments. First, we present an environmental structure and a corresponding discretization scheme that helps us to organize and simulate crowds in large-scale scenarios. Second, additional discomfort zones around obstacles are auto-generated to keep a certain, psychologically plausible distance between pedestrians and obstacles, making it easier to obtain smoother trajectories when people move around these obstacles. Third, we propose a technique for density conversion; the density field is dynamically affected by each individual so that it can be adapted to different grid resolutions. The experiment results demonstrate that our hybrid solution can perform plausible crowd flow simulations in complex dynamic environments.