9,199 research outputs found

    A discrete Hughes' model for pedestrian flow on graphs

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    In this paper, we introduce a discrete time-finite state model for pedestrian flow on a graph in the spirit of the Hughes dynamic continuum model. The pedestrians, represented by a density function, move on the graph choosing a route to minimize the instantaneous travel cost to the destination. The density is governed by a conservation law while the minimization principle is described by a graph eikonal equation. We show that the model is well posed and we implement some numerical examples to demonstrate the validity of the proposed model

    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

    Pedestrian Flow Simulation Validation and Verification Techniques

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    For the verification and validation of microscopic simulation models of pedestrian flow, we have performed experiments for different kind of facilities and sites where most conflicts and congestion happens e.g. corridors, narrow passages, and crosswalks. The validity of the model should compare the experimental conditions and simulation results with video recording carried out in the same condition like in real life e.g. pedestrian flux and density distributions. The strategy in this technique is to achieve a certain amount of accuracy required in the simulation model. This method is good at detecting the critical points in the pedestrians walking areas. For the calibration of suitable models we use the results obtained from analyzing the video recordings in Hajj 2009 and these results can be used to check the design sections of pedestrian facilities and exits. As practical examples, we present the simulation of pilgrim streams on the Jamarat bridge. The objectives of this study are twofold: first, to show through verification and validation that simulation tools can be used to reproduce realistic scenarios, and second, gather data for accurate predictions for designers and decision makers.Comment: 19 pages, 10 figure

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Probabilistic Human Mobility Model in Indoor Environment

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    Understanding human mobility is important for the development of intelligent mobile service robots as it can provide prior knowledge and predictions of human distribution for robot-assisted activities. In this paper, we propose a probabilistic method to model human motion behaviors which is determined by both internal and external factors in an indoor environment. While the internal factors are represented by the individual preferences, aims and interests, the external factors are indicated by the stimulation of the environment. We model the randomness of human macro-level movement, e.g., the probability of visiting a specific place and staying time, under the Bayesian framework, considering the influence of both internal and external variables. We use two case studies in a shopping mall and in a college student dorm building to show the effectiveness of our proposed probabilistic human mobility model. Real surveillance camera data are used to validate the proposed model together with survey data in the case study of student dorm.Comment: 8 pages, 9 figures, International Joint Conference on Neural Networks (IJCNN) 201
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