Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Voronoi diagrams—a survey of a fundamental geometric data structure
ACM Computing Surveys (CSUR)
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Computational Geometry in C
Modeling Individual Behaviors in Crowd Simulation
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Modeling and visualization of leaf venation patterns
ACM SIGGRAPH 2005 Papers
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
Crowd Simulation
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
A synthetic-vision based steering approach for crowd simulation
ACM SIGGRAPH 2010 papers
Technical Section: Continuum crowd simulation in complex environments
Computers and Graphics
Directing Crowd Simulations Using Navigation Fields
IEEE Transactions on Visualization and Computer Graphics
Modeling and simulation of pedestrian behaviors in crowded places
ACM Transactions on Modeling and Computer Simulation (TOMACS)
Modeling trees with a space colonization algorithm
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Introduction: Special section on virtual reality in Brazil 2011
Computers and Graphics
From their environment to their behavior: a procedural approach to model groups of virtual agents
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Graphical Models
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This paper presents a method for crowd simulation based on a biologically motivated space colonization algorithm. This algorithm was originally introduced to model leaf venation patterns and the branching architecture of trees. It operates by simulating the competition for space between growing veins or branches. Adapted to crowd modeling, the space colonization algorithm focuses on the competition for space among moving agents. Several behaviors observed in real crowds, including collision avoidance, relationship of crowd density and speed of agents, and the formation of lanes in which people follow each other, are emergent properties of the algorithm. The proposed crowd modeling method is free-of-collision, simple to implement, robust, computationally efficient, and suited to the interactive control of simulated crowds.