Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast and accurate goal-directed motion synthesis for crowds
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Crowd Simulation
Simulating interactions of avatars in high dimensional state space
Proceedings of the 2008 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2008 papers
Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs
IEEE Transactions on Visualization and Computer Graphics
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
Experiment-based modeling, simulation and validation of interactions between virtual walkers
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
A synthetic-vision based steering approach for crowd simulation
ACM SIGGRAPH 2010 papers
How the Ocean Personality Model Affects the Perception of Crowds
IEEE Computer Graphics and Applications
Formation sketching: an approach to stylize groups in crowd simulation
Proceedings of Graphics Interface 2011
MIG'11 Proceedings of the 4th international conference on Motion in Games
Least squares quantization in PCM
IEEE Transactions on Information Theory
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Most crowd simulators focus on navigation and agents flow. In this paper, we present another perspective that concentrates on the overall distribution of virtual agents and uses psychological preferences for choosing goal locations. Both observation and published theory indicate that most people prefer to maintain their personal space as event spaces increase in density, particularly when they have no previous relationship to other individuals. The geometric structure that naturally forms could be highly approximated by a Voronoi tessellation. Our method allows users to specify sub-regions of an environment and tag the regions with information (e.g., permitted densities and features). A Centroidal Voronoi Tessellation (CVT) is then automatically constructed over the entire virtual world. The centers of mass of each resulting cell are taken as potential agent goal locations. Individual virtual agents then have the ability to choose their preferred goal locations on the basis of their own characteristics (e.g., personality traits, needs, and interests), the CVT, and semantic features of the sub-regions. This method results in more meaningful crowd simulations with minimal additional user effort. Copyright © 2012 John Wiley & Sons, Ltd.