Abstract | ||
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Crowd simulators are commonly used to populate movie or game scenes in the entertainment industry. Even though it is crucial to consider the presence of groups for the believability of a virtual crowd, most crowd simulations only take into account individual characters or a limited set of group behaviors. We introduce a unified solution that allows for simulations of crowds that have diverse group properties such as social groups, marches, tourists and guides, etc. We extend the Velocity Obstacle approach for agent-based crowd simulations by introducing Velocity Connection; the set of velocities that keep agents moving together while avoiding collisions and achieving goals. We demonstrate our approach to be robust, controllable, and able to cover a large set of group behaviors. |
Year | DOI | Venue |
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2017 | 10.1111/cgf.12993 | COMPUTER GRAPHICS FORUM |
Keywords | Field | DocType |
crowd simulation,group modeling,behavioral animation,velocity obstacles | Social group,Crowds,Computer vision,Obstacle,Entertainment industry,Computer science,Theoretical computer science,Crowd simulation,Animation,Artificial intelligence,Computer facial animation,Computer animation | Journal |
Volume | Issue | ISSN |
36.0 | 8.0 | 0167-7055 |
Citations | PageRank | References |
7 | 0.44 | 23 |
Authors | ||
5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Zhiguo Ren | 1 | 10 | 2.19 |
Panayiotis Charalambous | 2 | 30 | 2.93 |
Julien Bruneau | 3 | 133 | 9.82 |
Qun-Sheng Peng | 4 | 88 | 7.57 |
Julien Pettré | 5 | 785 | 56.21 |