Proceedings of Theory and Practice of Computer Graphics, 2003.
DOI: 10.1109/tpcg.2003.1206939
|View full text |Cite
|
Sign up to set email alerts
|

Intuitive crowd behavior in dense urban environments using local laws

Abstract: In games, entertainment, medical and architectural applications, the creation of populated virtual city environments has recently become widespread. In this paper we want to provide a technique that allows the simulation of up to 10,000 pedestrians walking in real-time. Simulation for such environments is difficult as a trade off needs to be found between realism and real-time simulation. This paper presents a pedestrian crowd simulation method aiming at improving the local and global reactions of the pedestri… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
74
0

Publication Types

Select...
5
3
1

Relationship

1
8

Authors

Journals

citations
Cited by 103 publications
(74 citation statements)
references
References 7 publications
0
74
0
Order By: Relevance
“…Crowd approaches [Pelechano et al 2008;Thalmann 2008] compromise on control fidelity in an effort to efficiently simulate a large number of agents in real-time. Reactive approaches [Reynolds 1987;Lamarche and Donikian 2004;Loscos et al 2003] avoid collisions with most imminent threats while predictive approaches [van den Berg et al 2008a;Paris et al 2007; Kapadia et al 2009] approximate the trajectories of neighboring agents in choosing collision-free velocities. The work in [Singh et al 2011a] proposes a hybrid technique that combines reactive rules, predictions, and planning for simulating crowds.…”
Section: Related Workmentioning
confidence: 99%
“…Crowd approaches [Pelechano et al 2008;Thalmann 2008] compromise on control fidelity in an effort to efficiently simulate a large number of agents in real-time. Reactive approaches [Reynolds 1987;Lamarche and Donikian 2004;Loscos et al 2003] avoid collisions with most imminent threats while predictive approaches [van den Berg et al 2008a;Paris et al 2007; Kapadia et al 2009] approximate the trajectories of neighboring agents in choosing collision-free velocities. The work in [Singh et al 2011a] proposes a hybrid technique that combines reactive rules, predictions, and planning for simulating crowds.…”
Section: Related Workmentioning
confidence: 99%
“…[Sung et al 2004] adopts an agent model where behaviors are added depending on the environment situation. Rule based systems [Loscos et al 2003;Lamarche and Donikian 2004] limit the steering functionality to conditions that have been foreseen and do not react well to irregularities in the environment that inevitably arise in a high density crowd simulation. Example based approaches [Lerner et al 2007] use video segments of real pedestrian crowds as input to a learning system that generates natural looking crowd behaviors.…”
Section: Related Workmentioning
confidence: 99%
“…Then, a steering mechanism (e.g. [Loscos et al 2003;Pelechano et al 2007]) tries to follow the planned path while avoiding dynamic objects.…”
Section: Introductionmentioning
confidence: 99%
“…Prompted by the seminal work of Reynolds [9], behavioral animation has been further developed to simulate artificial animals [10,11,12] and it has given impetus to an entire industry of applications for distributed (multiagent) behavioral systems that are capable of synthesizing flocking, schooling, herding, and other behaviors for lower animals, or in the case of human characters, crowd behavior. Numerous crowd interaction models have been developed [13,14,15,16] and work in this area continues.…”
Section: Related Workmentioning
confidence: 99%