2008
DOI: 10.1007/978-3-540-89220-5_4
|View full text |Cite
|
Sign up to set email alerts
|

Populate Your Game Scene

Abstract: Abstract. We describe a method for populating large virtual environments with crowds of virtual pedestrians. Pedestrians are distributed in the environment by giving them goal destinations to reach. In order to facilitate this population setup, we assign identical destinations to batch of pedestrians, resulting in navigation flows. In order to preserve individuality of pedestrians, navigation is planned with variety and each pedestrians follows its own unique trajectory. This specific navigation planning techn… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1

Citation Types

0
6
0

Year Published

2008
2008
2020
2020

Publication Types

Select...
2
1
1

Relationship

1
3

Authors

Journals

citations
Cited by 4 publications
(6 citation statements)
references
References 17 publications
(14 reference statements)
0
6
0
Order By: Relevance
“…Morini et al [Morini et al 2007] and Yersin et al [Yersin et al 2008] proposed a Scalable Motion Planning (SMP) and collision avoidance for a largely crowded scene. We rely on the same spatial scene discretization and highlevel path planification as this approach [Pettré et al 2006] [Pettré 2008]. Van Some previous researches also exploited the visual plausibility of crowds.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Morini et al [Morini et al 2007] and Yersin et al [Yersin et al 2008] proposed a Scalable Motion Planning (SMP) and collision avoidance for a largely crowded scene. We rely on the same spatial scene discretization and highlevel path planification as this approach [Pettré et al 2006] [Pettré 2008]. Van Some previous researches also exploited the visual plausibility of crowds.…”
Section: Related Workmentioning
confidence: 99%
“…Therefore, instead of computing a trajectory path from scratch, we exploit the possibility of using captured trajectories which includes those missing small scale details. In order to generate various real trajectory path in a given scene model, we defined the navigation graph (Figure 2-a) [Pettré et al 2006] [Pettré 2008] in the walkable area of the scene. Path variants (Figure 2 In the improved model, we increased the number of Real Trajectory Segments (RTS) by reducing rectification thresholds and by mirroring each segment.…”
Section: Real Trajectory Variant (Rtv)mentioning
confidence: 99%
“…Our own approach relies on the one described in [19] for the stage of general trajectory planning producing a set of variant paths for large group of pedestrians between two regions in a virtual environment. We differ in the way the variant paths are exploited to produce the individual pedestrian trajectories.…”
Section: Related Workmentioning
confidence: 99%
“…Each trajectory maintains the information of position, direction and speed of each frame. The first problem we want to address is to fit the longest possible trajectory segment within a set of region-to-region path variants precomputed according to the approach described in [19]. The path variants are constructed from a navigation graph where nodes are (static) collision-free circular regions called vertices (Fig 3 left).…”
Section: 1mentioning
confidence: 99%
See 1 more Smart Citation