DenseSense: Interactive Crowd Simulation using Density-Dependent Filters

dc.contributor.authorBest, Andrewen_US
dc.contributor.authorNarang, Sahilen_US
dc.contributor.authorCurtis, Seanen_US
dc.contributor.authorManocha, Dineshen_US
dc.contributor.editorVladlen Koltun and Eftychios Sifakisen_US
dc.date.accessioned2014-12-16T07:33:49Z
dc.date.available2014-12-16T07:33:49Z
dc.date.issued2014en_US
dc.description.abstractWe present a novel algorithm to model density-dependent behaviors in crowd simulation. Our approach aims to generate pedestrian trajectories that correspond to the speed/density relationships that are typically expressed using the Fundamental Diagram. The algorithm's formulation can be easily combined with well-known multi-agent simulation techniques that use social forces or reciprocal velocity obstacles for local navigation. Our approach results in better utilization of free space by the pedestrians and has a small computational overhead. We are able to generate human-like dense crowd behaviors in large indoor and outdoor environments; we validate our results by comparing them with captured crowd trajectories.en_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US
dc.identifier.isbn978-3-905674-61-3en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttps://doi.org/10.2312/sca.20141127en_US
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/sca.20141127.097-102
dc.publisherThe Eurographics Associationen_US
dc.titleDenseSense: Interactive Crowd Simulation using Density-Dependent Filtersen_US
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
097-102.pdf
Size:
2.79 MB
Format:
Adobe Portable Document Format