Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
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In this paper, we first present our crowd simulation method, Trajectory Variant Shift (TVS) based on real pedestrian trajectories re-use. We detail how to re-use and shift these trajectories to avoid collisions while retaining the liveliness of captured data. Second, we conducted a user study in a four-screen CAVE to compare our approach with three others when the subject is standing within the crowd to perform a visual search task (waiting for a specific person). Results confirm that our approach is considered as good as the state of the art regarding subject's spatial awareness within the crowd, and better regarding not only the perceived liveliness of the crowd, but also the comfort in the CAVE.