954 research outputs found

    Crowd Simulation Incorporating Agent Psychological Models, Roles and Communication

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    We describe a new architecture to integrate a psychological model into a crowd simulation system in order to obtain believable emergent behaviors. Our existing crowd simulation system (MACES) performs high level wayfinding to explore unknown environments and obtain a cognitive map for navigation purposes, in addition to dealing with low level motion within each room based on social forces. Communication and roles are added to achieve individualistic behaviors and a realistic way to spread information about the environment. To expand the range of realistic human behaviors, we use a system (PMFserv) that implements human behavior models from a range of ability, stress, emotion, decision theoretic and motivation sources. An architecture is proposed that combines and integrates MACES and PMFserv to add validated agent behaviors to crowd simulations

    Data-Driven Animation of Crowds

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    International audienceIn this paper we propose an original method to animate a crowd of virtual beings in a virtual environment. Instead of relying on models to describe the motions of people along time, we suggest to use {\em a priori} knowledge on the dynamic of the crowd acquired from videos of real crowd situations. In our method this information is expressed as a time-varying motion field which accounts for a continuous flow of people along time. This motion descriptor is obtained through optical flow estimation with a specific second order regularization. Obtained motion fields are then used in a classical fixed step size integration scheme that allows to animate a virtual crowd in real-time. The power of our technique is demonstrated through various examples and possible follow-ups to this work are also described

    Data-Driven Animation of Crowds

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    International audienceIn this paper we propose an original method to animate a crowd of virtual beings in a virtual environment. Instead of relying on models to describe the motions of people along time, we suggest to use {\em a priori} knowledge on the dynamic of the crowd acquired from videos of real crowd situations. In our method this information is expressed as a time-varying motion field which accounts for a continuous flow of people along time. This motion descriptor is obtained through optical flow estimation with a specific second order regularization. Obtained motion fields are then used in a classical fixed step size integration scheme that allows to animate a virtual crowd in real-time. The power of our technique is demonstrated through various examples and possible follow-ups to this work are also described

    Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation (MiG paper)

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    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

    Crowd Motion Capture

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    International audienceIn this paper a new and original technique to animate a crowd of human beings is presented. Following the success of data-driven animation models (such as motion capture) in the context of articulated figures control, we propose to derivate a similar type of approach for crowd motions. In our framework, the motion of the crowds are represented as a time series of velocity fields estimated from a video of a real crowd. This time series is used as an input of a simple animation model that ”advect” people along this timevarying flow. We demonstrate the power of our technique on both synthetic and real examples of crowd videos. We also introduce the notions of crowd motion editing and present possible extensions to our work

    Autonomous tawaf crowd simulation

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    Crowd simulation is an exciting research area that has a wide range of applications in multiple fields such as: serious games, crowd management, facilities design, entertainment, research and development. One of the most famous approaches to simulate a large density crowd is by applying the social force model. This model can be successfully used to simulate agents’ movement in real-world scenarios realistically. Nevertheless, this is very simple and not suitable to simulate a complex pedestrian flow movement. Hence, this research proposes a new novel model for simulating the pilgrims’ movements circumambulating the Kaabah (Tawaf). These rituals are complex yet unique, due to its capacity, density, and various demographics backgrounds of the agents (pilgrims). It is also consist a certain set of rules and regulations that must be followed by the agents. Due to these rules, the Tawaf can introduce irregularities in the motion flow around the Kaabah. In order to make the simulations as close as possible to real world scenarios, each agent will be assigned with different attributes such as; age, gender and intention outlook. The three parameter mentioned above, are the main problem that need to be solved in this research in order to simulate a better crowd simulation than previous studies. The findings of this research will contribute greatly for Hajj management in term of controlling and optimizing the flow of pilgrims during Tawaf especially in the Hajj season. It is also have high contribution in Hajj training especially in developing a virtual Hajj training system. The virtual Hajj system can be used to teach and prepare the pilgrims before going to Mecca and perform the actual Hajj

    Psychological Model for Animating Crowded

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    This paper proposes a psychological model forsimulating pedestrian behaviors in a crowdedspace. Our decision-making scheme controlsplausible avoidance behavior depending onthe positional relations among surroundingpersons, on the basis of a two-stage personalspace and a virtual memory structure asproposed in social psychology. Our systemdetermines pedestrian walking speed withthe crowd density to imitate the measureddata in urban engineering, and automaticallygenerates plausible motions of the individualpedestrian by composing a locomotion graphwith motion capture data. Our approachbased on psychology and a variety of actualmeasurements can increase the accuracy ofsimulation at both the micro and macro levels
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