1,069 research outputs found
Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation (MiG paper)
Exploiting the efficiency and stability of Position-Based Dynamics (PBD), we
introduce a novel crowd simulation method that runs at interactive rates for
hundreds of thousands of agents. Our method enables the detailed modeling of
per-agent behavior in a Lagrangian formulation. We model short-range and
long-range collision avoidance to simulate both sparse and dense crowds. On the
particles representing agents, we formulate a set of positional constraints
that can be readily integrated into a standard PBD solver. We augment the
tentative particle motions with planning velocities to determine the preferred
velocities of agents, and project the positions onto the constraint manifold to
eliminate colliding configurations. The local short-range interaction is
represented with collision and frictional contact between agents, as in the
discrete simulation of granular materials. We incorporate a cohesion model for
modeling collective behaviors and propose a new constraint for dealing with
potential future collisions. Our new method is suitable for use in interactive
games.Comment: 9 page
Two-way multi-lane traffic model for pedestrians in corridors
We extend the Aw-Rascle macroscopic model of car traffic into a two-way
multi-lane model of pedestrian traffic. Within this model, we propose a
technique for the handling of the congestion constraint, i.e. the fact that the
pedestrian density cannot exceed a maximal density corresponding to contact
between pedestrians. In a first step, we propose a singularly perturbed
pressure relation which models the fact that the pedestrian velocity is
considerably reduced, if not blocked, at congestion. In a second step, we carry
over the singular limit into the model and show that abrupt transitions between
compressible flow (in the uncongested regions) to incompressible flow (in
congested regions) occur. We also investigate the hyperbolicity of the two-way
models and show that they can lose their hyperbolicity in some cases. We study
a diffusive correction of these models and discuss the characteristic time and
length scales of the instability
Modeling of Complex Large-Scale Flow Phenomena
Flows at large scales are capable of unmatched complexity. At large spatial scales, they can exhibit phenomena like waves, tornadoes, and a screaming concert audience; at high densities, they can create shockwaves, and can cause stampedes. Though strides have been made in simulating flows like fluids and crowds, extending these algorithms with scale poses challenges in ensuring accuracy while maintaining computational efficiency. In this dissertation, I present novel techniques to simulate large-scale flows using coupled Eulerian-Lagrangian models that employ a combination of discretized grids and dynamic particle-based representations. I demonstrate how such models can efficiently simulate flows at large-scales, while maintaining fine-scale features. In fluid simulation, a long-standing problem has been the simulation of large-scale scenes without compromising fine-scale features. Though approximate multi-scale models exist, accurate simulation of large-scale fluid flow has remained constrained by memory and computational limits of current generation PCs. I propose a hybrid domain-decomposition model that, by coupling Lagrangian vortex-based methods with Eulerian velocity-based methods, reduces memory requirements and improves performance on parallel architectures. The resulting technique can efficiently simulate scenes significantly larger than those possible with either model alone. The motion of crowds is another class of flows that exhibits novel complexities with increasing scale. Navigation of crowds in virtual worlds is traditionally guided by a static global planner, combined with dynamic local collision avoidance. However, such models cannot capture long-range crowd interactions commonly observed in pedestrians. This discrepancy can cause sharp changes in agent trajectories, and sub-optimal navigation. I present a technique to add long-range vision to virtual crowds by performing collision avoidance at multiple spatial and temporal scales for both Eulerian and Lagrangian crowd navigation models, and a novel technique to blend both approaches in order to obtain collision-free velocities efficiently. The resulting simulated crowds show better correspondence with real-world pedestrians in both qualitative and quantitative metrics, while adding a minimal computational overhead. Another aspect of real-world crowds missing from virtual agents is their behavior at high densities. Crowds at such scales can often exhibit chaotic behavior commonly known as emph{crowd turbulence}; this phenomenon has the potential to cause mishaps leading to loss of life. I propose modeling inter-personal stress in dense crowds using an Eulerian model, coupled with a physically-based Lagrangian agent-based model to simulate crowd turbulence. I demonstrate how such a hybrid model can create virtual crowds whose trajectories show visual and quantifiable similarities to turbulent crowds in the real world. The techniques proposed in this thesis demonstrate that hybrid Eulerian-Lagrangian modeling presents a versatile approach for modeling large-scale flows, such as fluids and crowds, efficiently on current generation PCs.Doctor of Philosoph
Continuum modeling of crowd turbulence
With the growth in world population, the density of crowds in public places has been increasing steadily, leading to a higher incidence of crowd disasters at high densities. Recent research suggests that emergent chaotic behavior at high densities-known collectively as crowd turbulence-is to blame. Thus, a deeper understanding of crowd turbulence is needed to facilitate efforts to prevent and plan for chaotic conditions in high-density crowds. However, it has been noted that existing algorithms modeling collision avoidance cannot faithfully simulate crowd turbulence. We hypothesize that simulation of crowd turbulence requires modeling of both collision avoidance and frictional forces arising from pedestrian interactions. Accordingly, we propose a model for turbulent crowd simulation, which incorporates a model for interpersonal stress and acceleration constraints similar to real-world pedestrians. Our simulated results demonstrate a close correspondence with observed metrics for crowd turbulence as measured in known crowd disasters
Pedestrian flows in bounded domains with obstacles
In this paper we systematically apply the mathematical structures by
time-evolving measures developed in a previous work to the macroscopic modeling
of pedestrian flows. We propose a discrete-time Eulerian model, in which the
space occupancy by pedestrians is described via a sequence of Radon positive
measures generated by a push-forward recursive relation. We assume that two
fundamental aspects of pedestrian behavior rule the dynamics of the system: On
the one hand, the will to reach specific targets, which determines the main
direction of motion of the walkers; on the other hand, the tendency to avoid
crowding, which introduces interactions among the individuals. The resulting
model is able to reproduce several experimental evidences of pedestrian flows
pointed out in the specialized literature, being at the same time much easier
to handle, from both the analytical and the numerical point of view, than other
models relying on nonlinear hyperbolic conservation laws. This makes it
suitable to address two-dimensional applications of practical interest, chiefly
the motion of pedestrians in complex domains scattered with obstacles.Comment: 25 pages, 9 figure
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