Date of this Version
Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation controls) or are conservative in the range of human motion possible (agents lack psychological state and aren’t allowed to ‘push’ each other). Our HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments. By applying a combination of psychological and geometrical rules with a social and physical forces model, HiDAC exhibits a wide variety of emergent behaviors from agent line formation to pushing behavior and its consequences; relative to the current situation, personalities of the individuals and perceived social density.
© ACM 2007. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, http://dl.acm.org/citation.cfm?id=1272690.1272705
Pelechano, N., Allbeck, J. M., & Badler, N. I. (2007). Controlling Individual Agents in High-Density Crowd Simulation. Proceedings of the 2007 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 99-108. Retrieved from https://repository.upenn.edu/hms/210
Date Posted: 29 February 2016