In this paper we present recent results concerning development of the crowd simulation for interactive virtual environments such as virtual reality training system for urban emergency situations. Our system aims to reproduce realistic scenarios involving large number of the virtual human agents with behaviors based on the behaviors of the real persons in such situations. We define architecture of multi-agent system allowing both scripted and autonomous behaviors of the agents as well as interactions among them, with the virtual environment and with the real human participants.
While virtual crowds are becoming common in non‐real‐time applications, the real‐time domain is still relativelyunexplored. In this paper we discuss the challenges involved in creating such simulations, especially the needto efficiently manage variety. We introduce the concept of levels of variety. Then we present our work oncrowd behaviour simulation aimed at interactive real‐time applications such as computer games or virtualenvironments. We define a modular behavioural architecture of a multi‐agent system allowing autonomous andscripted behaviour of agents supporting variety. Finally we show applications of our system in a virtual realitytraining system and a virtual heritage reconstruction. ACM CSS: I.3.7 Three‐Dimensional Graphics and Realism—Animation, I.2.11 Distributed ArtificialIntelligence—Multi‐agent systems
Recent advances in computer graphics techniques and increasing power of graphics hardware made it possible to display and animate large crowds in real-time. Most of the research efforts have been directed towards improving rendering or behavior control; the question how to author crowd scenes in an efficient way is usually not addressed. We introduce a novel approach to create complex scenes involving thousands of animated individuals in a simple and intuitive way. By employing a brush metaphor, analogous to the tools used in image manipulation programs, we can distribute, modify and control crowd members in real-time with immediate visual feedback. We define concepts of operators and instance properties that allow to create and manage variety in populations of virtual humans. An efficient technique allowing to render up to several thousands of fully three-dimensional polygonal characters with keyframed animations at interactive framerates is presented. The potential of our approach is demonstrated by authoring a scenario of a virtual audience in a theater and a scenario of a pedestrian crowd in a city.
No abstract
A crowd is not only a group of many individuals: crowd modeling involves problems arising only when we focus on crowds. For instance, collision avoidance among a large number of individuals in the same area requires different resolving strategies in comparison with the methods used to avoid collisions between just two individuals. Also, motion planning for a group walking together requires more information than needed to implement individual motion planning. This Chapter presents the related works on the subject of groups and crowd simulation as well as discusses the requirements to model behaviors of groups and crowds of virtual actors; current applications, recently applied approaches and challenges of crowd simulations are described.
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