Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Motion patches: building blocks for virtual environments annotated with motion data
ACM SIGGRAPH 2006 Papers
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Self-Organized Pedestrian Crowd Dynamics: Experiments, Simulations, and Design Solutions
Transportation Science
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 patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multi-robot coordination using generalized social potential fields
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
ACM SIGGRAPH Asia 2010 papers
Shortest paths with arbitrary clearance from navigation meshes
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Creating a lively virtual world is a hot topic tracked by many computer scientists. In this paper, we present a technique for designing and populating virtual environments in real time. The population is composed of many blocks containing a pre-computed local crowd simulation. Each block is called a crowd patch. Patches may contain static objects, moving objects, animals and pedestrians. The content of a patch can be constructed to meet various environments. By saving and re-using crowd patches the computation needs for building a virtual crowd is reduced. As for the special case that two or three people walk together, which has not been proposed in crowd patches, we use rule-based method to control the motion. We discuss issues that arise in designing crowd patches, algorithms for computing local motions, and solutions for simulating walking companions. At last, a city street with many pedestrians is created by assembling crowd patches.