Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The flow of large crowds of pedestrians
Mathematics and Computers in Simulation - Special issue on 3rd IMACS Symposium on Mathematical Modelling — 3rd MATHMOD Vienna
Reactive Pedestrian Path Following from Examples
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
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
A decision network framework for the behavioral animation of virtual humans
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computer Animation and Virtual Worlds - CASA 2007
ACM SIGGRAPH 2008 papers
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
Interactive Control of Large-Crowd Navigation in Virtual Environments Using Vector Fields
IEEE Computer Graphics and Applications
Sketch-Based Interface for Crowd Animation
SG '09 Proceedings of the 10th International Symposium on Smart Graphics
Experiment-based modeling, simulation and validation of interactions between virtual walkers
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fitting behaviors to pedestrian simulations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Directing Crowd Simulations Using Navigation Fields
IEEE Transactions on Visualization and Computer Graphics
Simulating pedestrian behavior with potential fields
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Hi-index | 0.02 |
This paper proposes a crowd simulation model based on the potential field. First, the moving paths of pedestrians in the crowd are planned by solving the Harmonic Equation. Traditional Harmonic Equation solver suffers from the local optimum problem; as such we introduce a "virtual wall" to overcome it. Then, a dynamic potential layer is added to potential field for collision avoidance. It is shown that the additional potential layer can effectively prevent pedestrians from colliding with obstacles or other pedestrians even for large crowd in complex scenes. The experimental results show good simulation fidelity and real-time performance, which demonstrates that the model can well meet the requirement of crowd simulation.