The memory fragmentation problem: solved?
Proceedings of the 1st international symposium on Memory management
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
CA Approach to Collective Phenomena in Pedestrian Dynamics
ACRI '01 Proceedings of the 5th International Conference on Cellular Automata for Research and Industry
Modeling Individual Behaviors in Crowd Simulation
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
Psychological model for animating crowded pedestrians: Virtual Humans and Social Agents
Computer Animation and Virtual Worlds - CASA 2005
ACM SIGGRAPH 2006 Papers
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Self-Organized Pedestrian Crowd Dynamics: Experiments, Simulations, and Design Solutions
Transportation Science
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Virtual Reality in Brazil 2011: Simulating crowds based on a space colonization algorithm
Computers and Graphics
Spatial indexing in agent-based crowd simulation
Proceedings of the 6th International ICST Conference on Simulation Tools and Techniques
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Pedestrian simulation has many applications in computer games, military simulations, and animation systems. A realistic pedestrian simulation requires a realistic pedestrian behavioral model that takes into account the various behavioral aspects of a real pedestrian. In this article, we describe our work on such a model, which aims to generate human-like pedestrian behaviors. To this end, various important factors in a real-pedestrian's decision-making process are considered in our model. These factors include a pedestrian's sensory attention, memory, and navigational behaviors. In particular, a two-level navigation model is proposed to generate realistic navigational behavior. As a result, our pedestrian model is able to generate various realistic behaviors such as overtaking, waiting, side-stepping and lane-forming in a crowded area. The simulated pedestrians are also able to navigate through complex environment, given an abstract map of the environment.