Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws

  • Authors:
  • Celine Loscos;David Marchal;Alexandre Meyer

  • Affiliations:
  • -;-;-

  • Venue:
  • TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
  • Year:
  • 2003

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Abstract

In games, entertainment, medical and architectural applications,the creation of populated virtual city environmentshas recently become widespread. In this paper wewant to provide a technique that allows the simulation ofup to 10,000 pedestrians walking in real-time. Simulationfor such environments is difficult as a trade off needs to befound between realism and real-time simulation. This paperpresents a pedestrian crowd simulation method aiming atimproving the local and global reactions of the pedestrians.The method uses a subdivision of space into a 2D grid forpedestrian-to-pedestrian collision avoidance, while assigninggoals to pedestrians to make their trajectories smootherand coherent. Goals are computed automatically and connectedinto a graph that reflects the structure of the city andtriggers a spatial repartition of the density of pedestrians.In order to create realistic reactions when areas becomecrowded, local directions are stored and updated in real-time,allowing the apparition of pedestrians streams. Combiningthe different methods contributes to a more realisticmodel, while keeping a real-time frame rate for up to 10,000simulated pedestrians.