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Real-time pedestrian simulation for open-world games involves aggressive behavior simpliﬁcation and culling to keep computational cost under control, but it is diffﬁcult to predict whether these techniques will become unrealistic in certain situations. We propose a method of perceptually simulating highly realistic pedestrian behavior in virtual cities in real- time. Designers build a highly realistic simulation, from which a perceptually identical “perceptual simulation” is generated. Although the perceptual simulation simulates only a small portion of the world at a time, and does so with inexpensive approximations, it can be statistically guaranteed that the results are perceptually indistinguishable from those of the original simulation.
Sunshine-Hill, B., & Badler, N. I. (2010). Perceptually Realistic Behavior through Alibi Generation. Retrieved from http://repository.upenn.edu/hms/114
Date Posted: 09 November 2010