Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Polypostors: 2D polygonal impostors for 3D crowds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
Virtual Crowds: Methods, Simulation, and Control (Synthesis Lectures on Computer Graphics and Animation)
ACM SIGGRAPH 2009 papers
Investigating the role of body shape on the perception of emotion
ACM Transactions on Applied Perception (TAP)
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Experiment-based modeling, simulation and validation of interactions between virtual walkers
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A Predictive Collision Avoidance Model for Pedestrian Simulation
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Simulating heterogeneous crowd behaviors using personality trait theory
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Maintaining team coherence under the velocity obstacle framework
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Adaptive dynamics with hybrid response
SIGGRAPH Asia 2012 Technical Briefs
Velocity-based modeling of physical interactions in multi-agent simulations
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Human crowds are becoming an increasingly important component of video games and virtual environments. However, as these virtual worlds become more realistic, the simulation of human crowds must become more sophisticated to keep pace. Much recent work in the field of crowd simulation has focused on improving aspects relating to navigation and collision avoidance in order to create complex, collision free trajectories. However, this paper argues that an equally important aspect of creating believable crowds is simulating aspects beyond navigation such as the internal psychological state of a simulated agent and external physical forces. We also discuss how recently proposed methods can be used to simulate these physical and psychological aspects of crowd simulations while maintaining high-quality, collision free motion.