2004
DOI: 10.1111/j.1467-8659.2004.00783.x
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Scalable behaviors for crowd simulation

Abstract: Crowd simulation for virtual environments offers many challenges centered on the trade-offs between rich behavior, control and computational cost. In this paper we present a new approach to controlling the behavior of agents in a crowd. Our method is scalable in the sense that increasingly complex crowd behaviors can be created without a corresponding increase in the complexity of the agents. Our approach is also more authorable; users can dynamically specify which crowd behaviors happen in various parts of an… Show more

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Cited by 176 publications
(93 citation statements)
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References 18 publications
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“…The microscopic model is more realistic in its nature than the macroscopic model. The microscopic approaches include social force models [1]- [3], cellular automata models [4]- [6] and agent based models [10]- [13]. In this subsection a brief description of each of the modelling techniques is provided and compared with the LEM and ACO based simulation approach.…”
Section: Pedestrian Simulationmentioning
confidence: 99%
“…The microscopic model is more realistic in its nature than the macroscopic model. The microscopic approaches include social force models [1]- [3], cellular automata models [4]- [6] and agent based models [10]- [13]. In this subsection a brief description of each of the modelling techniques is provided and compared with the LEM and ACO based simulation approach.…”
Section: Pedestrian Simulationmentioning
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%
“…Also, control schemes within origins outside computing have been woven into computing (see Pelechano et al [64] for an excellent overview): physics models are popularly used, as are psychology-like approaches [176,177], cognitive schemes [170,178,179], group traits derived from collective human and animal behavior [180][181][182], machine-learning models that build control functions from trajectory data of real people [183][184][185], and schemes that afford computational efficiency in control across complex solution spaces [186,187]. Of particular relevance is the tradition of using the built environment (urban morphology, road networks, naturalistic paths, and implied movement effort) to impose hierarchies or abstractions that might ease look-up schemes in model databases, balance rendering loads in animation, and scale crowds to large populations [188][189][190][191][192][193][194][195]. There is also a recent trend in supplementing fine-scale detail of gestures and ambulation to characters atop these schemes, and in some instances they are integrated into the control pipeline so that they match with activities such as directional gaze when changing course [196] or expressions that correspond to state cycles [197].…”
Section: Animationmentioning
confidence: 99%