Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Visual modeling for computer animation: Graphics with a vision
ACM SIGGRAPH Computer Graphics
A Developer's Survey of Polygonal Simplification Algorithms
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
A Behavioral Interface to Simulate Agent-Object Interactions in Real Time
CA '99 Proceedings of the Computer Animation
Design and Evaluation of a Real-World Virtual Environment for Architecture and Urban Planning
Presence: Teleoperators and Virtual Environments
Introducing recognition ratios for urban traffic flow simulation in virtual cities
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Real-time autonomous pedestrian navigation with groups
GVE '07 Proceedings of the IASTED International Conference on Graphics and Visualization in Engineering
Dynamic level of detail for large scale agent-based urban simulations
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
A crowd evacuation system in emergency situation based on dynamics model
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Long term real trajectory reuse through region goal satisfaction
MIG'11 Proceedings of the 4th international conference on Motion in Games
A flexible approach to multi-level agent-based simulation with the mesoscopic representation
Proceedings of the 2013 international conference on Autonomous agents and multi-agent systems
Stochastic activity authoring with direct user control
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Most of the common approaches for the pedestrian simulation, used in the Graphics/VR community, are bottom-up. The avatars are individually simulated in the space and the overall behavior emerges from their interactions. This can lead to interesting results but it does not scale and can not be applied to populating a whole city. In this paper we present a novel method that can scale to a scene of almost any size. We use a top-down approach where the movement of the pedestrians is computed at a higher level, taking a global view of the model, allowing the flux and densities to be maintained at very little cost at the city level. This information is used for stochastically guiding a more detailed and realistic low level simulation when the user zooms in to a specific region, thus maintaining the consistency.At the heart of the system is an iterative method that models the flow of avatars as a random walk. People are moved around a graph of nodes until the model reaches a steady state which provides feedback for the avatar low level navigation at run time. The Negative Binomial distribution function is used to model the number of people leaving each node while the selected direction is based on the popularity of the nodes through their preference-factor. The preference-factor is a function of a number of parameters including the visibility of a node, the events taking place in it and so on.An important feature of the low-level dynamics is that a user can interactively specify a number of intuitive variables that can predictably modify the collective behavior of the avatars in a region; the density, the flux and the number of people can be selectively modified.