Modeling Individual Behaviors in Crowd Simulation
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computer Animation and Virtual Worlds - CASA 2006
Real-time navigation of independent agents using adaptive roadmaps
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Interactive Navigation of Heterogeneous Agents Using Adaptive Roadmaps
IEEE Transactions on Visualization and Computer Graphics
Extension of half-edges for the representation of multiresolution subdivision surfaces
The Visual Computer: International Journal of Computer Graphics
Virtual Crowds: Methods, Simulation, and Control (Synthesis Lectures on Computer Graphics and Animation)
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Particle-based forecast mechanism for continuous collision detection in deformable environments
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
Technical Section: Continuum crowd simulation in complex environments
Computers and Graphics
PLEdestrians: a least-effort approach to crowd simulation
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Hi-index | 0.00 |
Realistic simulation of crowds is an important issue for the production of virtual worlds for games, entertainment or architectural and urban planning. Difficult issues need to be addressed such as collision avoidance and the handling of dynamic environments. In this paper, we present a unified structure for the simulation of crowds in complex urban environments. We propose a topological multiresolution model supporting different levels of details, allowing efficient proximity querying and compatible with real-time rendering and hierarchical path planning. A fine exploitation of the multiscale aspect of the underlying model allows to achieve the same efficiency as the fastest existing methods. The generality of the approach allows the simulation to be executed on any two manifold, and the unified approach eases the handling of dynamic environments. Copyright © 2012 John Wiley & Sons, Ltd.