Resolving local minima problem of potential field
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Simulating believable crowd and group behaviors
ACM SIGGRAPH ASIA 2010 Courses
PLEdestrians: a least-effort approach to crowd simulation
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Simulating formations of non-holonomic systems with control limits along curvilinear coordinates
MIG'10 Proceedings of the Third international conference on Motion in games
Real-time control of individual agents for crowd simulation
Multimedia Tools and Applications
Virtual Reality in Brazil 2011: Simulating crowds based on a space colonization algorithm
Computers and Graphics
Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Real-time density-based crowd simulation
Computer Animation and Virtual Worlds
A statistical similarity measure for aggregate crowd dynamics
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Crowd evacuation for indoor public spaces using Coulomb's law
Advances in Artificial Intelligence
Out of context augmented navfields: designing crowd choreographies
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Graphical Models
The Visual Computer: International Journal of Computer Graphics
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We present a novel approach to direct and control virtual crowds using navigation fields. Our method guides one or more agents toward desired goals based on guidance fields. The system allows the user to specify these fields by either sketching paths directly in the scene via an intuitive authoring interface or by importing motion flow fields extracted from crowd video footage. We propose a novel formulation to blend input guidance fields to create singularity-free, goal-directed navigation fields. Our method can be easily combined with the most current local collision avoidance methods and we use two such methods as examples to highlight the potential of our approach. We illustrate its performance on several simulation scenarios.