Computer Aided Geometric Design
A Metric for Distributions with Applications to Image Databases
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Behavior planning for character animation
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
ACM SIGGRAPH 2006 Papers
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2008 papers
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multi-touch interface for controlling multiple mobile robots
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Sketch-Based Interface for Crowd Animation
SG '09 Proceedings of the 10th International Symposium on Smart Graphics
Brain Springs: Fast Physics for Large Crowds in WALL•E
IEEE Computer Graphics and Applications
Fitting behaviors to pedestrian simulations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A synthetic-vision based steering approach for crowd simulation
ACM SIGGRAPH 2010 papers
Guiding flows for controlling crowds
The Visual Computer: International Journal of Computer Graphics
Formation sketching: an approach to stylize groups in crowd simulation
Proceedings of Graphics Interface 2011
Graphical Models
Special Section on CAD/Graphics 2013: Geometry-constrained crowd formation animation
Computers and Graphics
Hi-index | 0.00 |
Real-time crowd control has become an important research topic due to the recent advancement in console game quality and hardware processing capability. The degrees of freedom of a crowd is much higher than that provided by a standard user input device. As a result most crowd control systems require the user to design the crowd movements through multiple passes, such as first specifying the crowd's start and goal points, then providing the agent trajectories with streamlines. Such a multi-pass control would spoil the responsiveness and excitement of real-time games. In this paper, we propose a new, single-pass algorithm to control crowds using a deformable mesh. When controlling crowds, we observe that most of the low level details are related to passive interactions between the crowd and the environment, such as obstacle avoidance and diverging/merging at cross points. Therefore, we simplify the crowd control problem by representing the crowd with a deformable mesh that passively reacts to the environment. As a result, the user can focus on high level control that is more important for context delivery. Our algorithm provides an efficient crowd control framework while maintaining the quality of the simulation, which is useful for real-time applications such as strategy games.