Controlling Individual Agents in High-Density Crowd Simulation

dc.contributor.authorPelechano, N.en_US
dc.contributor.authorAllbeck, J.M.en_US
dc.contributor.authorBadler, N.I.en_US
dc.contributor.editorDimitris Metaxas and Jovan Popovicen_US
dc.date.accessioned2014-01-29T07:27:28Z
dc.date.available2014-01-29T07:27:28Z
dc.date.issued2007en_US
dc.description.abstractSimulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation controls) or are conservative in the range of human motion possible (agents lack psychological state and aren t allowed to push each other). Our HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments. By applying a combination of psychological and geometrical rules with a social and physical forces model, HiDAC exhibits a wide variety of emergent behaviors from agent line formation to pushing behavior and its consequences; relative to the current situation, personalities of the individuals and perceived social density.en_US
dc.description.seriesinformationEurographics/SIGGRAPH Symposium on Computer Animationen_US
dc.identifier.isbn978-3-905673-44-9en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttps://doi.org/10.2312/SCA/SCA07/099-108en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Animation; I.6.8 [Simulation and Modeling]: Types of Simulation Animationen_US
dc.titleControlling Individual Agents in High-Density Crowd Simulationen_US
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