Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
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
Controlling individual agents in high-density 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
Virtual Crowds: Methods, Simulation, and Control (Synthesis Lectures on Computer Graphics and Animation)
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Directing Crowd Simulations Using Navigation Fields
IEEE Transactions on Visualization and Computer Graphics
How the Ocean Personality Model Affects the Perception of Crowds
IEEE Computer Graphics and Applications
Simulating heterogeneous crowd behaviors using personality trait theory
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Velocity-based modeling of physical interactions in multi-agent simulations
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Proceedings of Motion on Games
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We propose a new technique to simulate dynamic patterns of crowd behaviors using stress modeling. Our model accounts for permanent, stable disposition and the dynamic nature of human behaviors that change in response to the situation. The resulting approach accounts for changes in behavior in response to external stressors based on well-known theories in psychology. We combine this model with recent techniques on personality modeling for multi-agent simulations to capture a wide variety of behavioral changes and stressors. The overall formulation allows different stressors, expressed as functions of space and time, including time pressure, positional stressors, area stressors and inter-personal stressors. This model can be used to simulate dynamic crowd behaviors at interactive rates, including walking at variable speeds, breaking lane-formation over time, and cutting through a normal flow. We also perform qualitative and quantitative comparisons between our simulation results and real-world observations.