Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games 2015
DOI: 10.1145/2822013.2822023
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Crowd art

Abstract: Figure 1: Our system can be used to populate a large city like environment such as the Wall Street area in New York with crowds of different density and direction constraints in minutes. Resulting crowd motion can then be played endlessly always satisfying the user's intent.

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Cited by 11 publications
(6 citation statements)
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References 30 publications
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“…In the case of an accident, the critical density in Kerman bazaar will be created in about 1 minute 10 seconds after the event. Jordao et al 16 estimated the critical gathering point around Wall Street in New York City at about 5000 people, which is consistent with the present study given the extent and area of the passages in comparison to the Kerman bazaar. Shendarkar et al 17 simulated crowd evacuation in Washington, DC, by using the BDI (belief, desire, intention) model.…”
Section: Discussionsupporting
confidence: 91%
“…In the case of an accident, the critical density in Kerman bazaar will be created in about 1 minute 10 seconds after the event. Jordao et al 16 estimated the critical gathering point around Wall Street in New York City at about 5000 people, which is consistent with the present study given the extent and area of the passages in comparison to the Kerman bazaar. Shendarkar et al 17 simulated crowd evacuation in Washington, DC, by using the BDI (belief, desire, intention) model.…”
Section: Discussionsupporting
confidence: 91%
“…Another set of solutions is more oriented towards editing existing crowd motion clips to adapt to new situations. Following up on the concept of ‘crowd patches’ that can be stitched together [YMPT09], there are several methods that let users intuitively deform crowd motion clips to create crowds of different shapes [JPCC14; KSKL14; KL16] or densities [JCC∗15]. There is also a line of work that models a crowd as a deformable mesh, to steer it efficiently along (user‐specified) paths in the presence of obstacles [KLLT08; HSK12; HSK14; ZZZY20].…”
Section: Related Workmentioning
confidence: 99%
“…These traits affect various levels of crowd simulation, in addition to the high‐level behaviours component; the HiDAC model [PAB07] directly affects path‐planning. Desires of being close to other agents are also incorporated in some path‐planning systems like Crowd art [JCC*15].…”
Section: High‐level Behavioursmentioning
confidence: 99%
“…Crowd Patches also enable temporally controlling the agents, in the sense of defining when the agents enter and exit a certain patch. The concept of crowd patches has been utilised in further research ([JPCC14,JCC*15]). Crowd Sculpting by [JPCC14] introduces and integrates space‐time mutable elastic models, yielding an authoring tool for creating large, endless, moving crowds.…”
Section: Path‐planningmentioning
confidence: 99%
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