Crowd modelling in collaborative virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Real-time shadows for animated crowds in virtual cities
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
IEEE Computer Graphics and Applications
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2006 Papers
System for simulating dynamic features of crowd behavior
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time navigation of independent agents using adaptive roadmaps
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Graphical Models
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time path planning for virtual agents in dynamic environments
ACM SIGGRAPH 2008 classes
Real-time navigation of independent agents using adaptive roadmaps
ACM SIGGRAPH 2008 classes
Texture Synthesis Based Simulation of Secondary Agents
Motion in Games
Hierarchical Path Planning for Virtual Crowds
Motion in Games
Watch Out! A Framework for Evaluating Steering Behaviors
Motion in Games
Simulating crowd phenomena in African markets
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Egocentric affordance fields in pedestrian steering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Indicative routes for path planning and crowd simulation
Proceedings of the 4th International Conference on Foundations of Digital Games
SteerBug: an interactive framework for specifying and detecting steering behaviors
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 new autonomous agent approach for the simulation of pedestrians in urban environments
Integrated Computer-Aided Engineering
Hierarchical Approach for Fast and Efficient Collision Detection in Urban Simulation
IVIC '09 Proceedings of the 1st International Visual Informatics Conference on Visual Informatics: Bridging Research and Practice
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Real-time autonomous pedestrian navigation with groups
GVE '07 Proceedings of the IASTED International Conference on Graphics and Visualization in Engineering
A synthetic-vision based steering approach for crowd simulation
ACM SIGGRAPH 2010 papers
Self-organized togetherness in a crowd group
Proceedings of the 7th International Conference on Frontiers of Information Technology
Simulating operational behaviors of pedestrian navigation
Computers and Industrial Engineering
Simulating the local behaviour of small pedestrian groups
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Path planning for complex 3D multilevel environments
Proceedings of the 24th Spring Conference on Computer Graphics
A modular framework for adaptive agent-based steering
I3D '11 Symposium on Interactive 3D Graphics and Games
BehaveRT: a GPU-based library for autonomous characters
MIG'10 Proceedings of the Third international conference on Motion in games
"Vection field" for pedestrian traffic control
Proceedings of the 2nd Augmented Human International Conference
Real-time control of individual agents for crowd simulation
Multimedia Tools and Applications
Scenario space: characterizing coverage, quality, and failure of steering algorithms
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Modelling the behaviour of crowds in Panicked conditions
AMT'11 Proceedings of the 7th international conference on Active media technology
Populating reconstructed archaeological sites with autonomous virtual humans
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Formation preserving path finding in 3-D terrains
Applied Intelligence
A unified structure for crowd simulation
Computer Animation and Virtual Worlds
Realistic following behaviors for crowd simulation
Computer Graphics Forum
A platform for the behavioral animation of crowds
SCSC '09 Proceedings of the 2009 Summer Computer Simulation Conference
Populating virtual environments with crowd patches and rule-based method
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Politeness improves interactivity in dense crowds
Computer Animation and Virtual Worlds
A Framework for Modeling Social Groups in Agent-Based Pedestrian Crowd Simulations
International Journal of Agent Technologies and Systems
A scalable multiagent system architecture for interactive applications
Science of Computer Programming
Multi-domain real-time planning in dynamic environments
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A pattern-based modeling framework for simulating human-like pedestrian steering behaviors
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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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.