AI Game Programming Wisdom, Vol. 2
AI Game Programming Wisdom, Vol. 2
ACM SIGGRAPH 2006 Papers
The visibility-Voronoi complex and its applications
Computational Geometry: Theory and Applications - Special issue on the 21st European workshop on computational geometry (EWCG 2005)
Real-time crowd motion planning: Scalable Avoidance and Group Behavior
The Visual Computer: International Journal of Computer Graphics
Indicative routes for path planning and crowd simulation
Proceedings of the 4th International Conference on Foundations of Digital Games
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
A Predictive Collision Avoidance Model for Pedestrian Simulation
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Directing Crowd Simulations Using Navigation Fields
IEEE Transactions on Visualization and Computer Graphics
Fast replanning for navigation in unknown terrain
IEEE Transactions on Robotics
A navigation mesh for dynamic environments
Computer Animation and Virtual Worlds
About the PD crowd simulation framework
Proceedings of the Winter Simulation Conference
About the PD crowd simulation framework
Proceedings of the Winter Simulation Conference
Multi-domain real-time planning in dynamic environments
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A pattern-based modeling framework for simulating human-like pedestrian steering behaviors
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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Virtual characters in games and simulations often need to plan visually convincing paths through a crowded environment. This paper describes how crowd density information can be used to guide a large number of characters through a crowded environment. Crowd density information helps characters avoid congested routes that could lead to traffic jams. It also encourages characters to use a wide variety of routes to reach their destination. Our technique measures the desirability of a route by combining distance information with crowd density information. We start by building a navigation mesh for the walkable regions in a polygonal two-dimensional (2-D) or multilayered three-dimensional (3-D) environment. The skeleton of this navigation mesh is the medial axis. Each walkable region in the navigation mesh maintains an up-to-date density value. This density value is equal to the area occupied by all the characters inside a given region divided by the total area of this region. These density values are mapped onto the medial axis to form a weighted graph. An A* search on this graph yields a backbone path for each character, and forces are used to guide the characters through the weighted environment. The characters periodically replan their routes as the density values are updated. Our experiments show that we can compute congestion-avoiding paths for tens of thousands of characters in real-time. Copyright © 2012 John Wiley & Sons, Ltd.