Real-time navigating crowds: scalable simulation and rendering
نویسندگان
چکیده
This paper introduces a framework for real-time simulation and rendering of crowds navigating in a virtual environment. The solution first consists in a specific environment preprocessing technique giving rise to navigation graphs, which are then used by the navigation and simulation tasks. Second, navigation planning interactively provides various solutions to the user queries, allowing to spread a crowd by individualizing trajectories. A scalable simulation model enables the management of large crowds, while saving computation time for rendering tasks. Pedestrian graphical models are divided into three rendering fidelities ranging from billboards to dynamic meshes, allowing close-up views of detailed digital actors with a large variety of locomotion animations. Examples illustrate our method in several environments with crowds of up to 35 000 pedestrians with real-time performance. Copyright # 2006 John Wiley & Sons, Ltd.
منابع مشابه
A Framework for Rendering, Simulation and Animation of Crowds
Real-time crowd simulation for virtual environment applications requires not only navigation and locomotion in large environments while avoiding obstacles and agents, but also rendering high quality 3D fully articulated figures to enhance realism. In this paper, we present a framework for real-time simulation of crowds. The framework is composed of a Hardware Accelerated Character Animation Lib...
متن کاملCAVAST: The Crows Animation, Visualization, and Simulation Testbed
Simulation, animation and rendering of crowds has become an important part of real-time applications such as videogames. Virtual environments achieve higher realism when being populated by virtual crowds as opposed to appearing uninhabited. There has been a large amount of research on simulation, animation and rendering of crowds, but in most cases they seem to be treated separately as if the l...
متن کاملFast Rendering of Large Crowds Using GPU
This paper proposes a fast rendering algorithm for real-time animation of large crowds, which is essential for video games with a large number of non-player characters. The proposed approach leaves the minimal work of rendering to CPU, and makes GPU take all the major work, including LOD assignment and view frustum culling, which have been the typical tasks of CPU. By offloading the rendering o...
متن کاملReal-time Crowd Movement On Large Scale Terrains
Crowds are described as complex adaptive systems in Artificial Intelligence. The generation of crowd in real-time simulations is beyond the manual design capability. In this paper, we present an integrated animation framework for simulating the adaptive movement behaviours of crowds on large terrains. A simulation system that is developed based on the framework can be used as a powerful animati...
متن کاملSimulating and Visualizing Real-Time Crowds on GPU Clusters
We present a set of algorithms for simulating and visualizing real-time crowds in GPU (Graphics Processing Units) clusters. First we present crowd simulation and rendering techniques that take advantage of single GPU machines. Then, using as an example a wandering crowd behavior simulation algorithm, we explain how this kind of algorithms can be extended for their use in GPU cluster environment...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
- Journal of Visualization and Computer Animation
دوره 17 شماره
صفحات -
تاریخ انتشار 2006