58,546 research outputs found
System Issues in Multi-agent Simulation of Large Crowds
Crowd simulation is a complex and challenging domain. Crowds demonstrate many complex behaviours and are consequently difficult to model for realistic simulation systems. Analyzing crowd dynamics has been an active area of research and efforts have been made to develop models to explain crowd behaviour. In this paper we describe an agent based simulation of crowds, based on a continuous field force model. Our simulation can handle movement of crowds over complex terrains and we have been able to simulate scenarios like clogging of exits during emergency evacuation situations. The focus of this paper, however, is on the scalability issues for such a multi-agent based crowd simulation system. We believe that scalability is an important criterion for rescue simulation systems. To realistically model a disaster scenario for a large city, the system should ideally scale up to accommodate hundreds of thousands of agents. We discuss the attempts made so far to meet this challenge, and try to identify the architectural and system constraints that limit scalability. Thereafter we propose a novel technique which could be used to richly simulate huge crowds
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Analysis-by-synthesis: Pedestrian tracking with crowd simulation models in a multi-camera video network
For tracking systems consisting of multiple cameras with overlapping field-of-views, homography-based approaches are widely adopted to significantly reduce occlusions among pedestrians by sharing information among multiple views. However, in these approaches, the usage of information under real-world coordinates is only at a preliminary level. Therefore, in this paper, a multi-camera tracking system with integrated crowd simulation is proposed in order to explore the possibility to make homography information more helpful. Two crowd simulators with different simulation strategies are used to investigate the influence of the simulation strategy on the final tracking performance. The performance is evaluated by multiple object tracking precision and accuracy (MOTP and MOTA) metrics, for all the camera views and the results obtained under real-world coordinates. The experimental results demonstrate that crowd simulators boost the tracking performance significantly, especially for crowded scenes with higher density. In addition, a more realistic simulation strategy helps to further improve the overall tracking result
Minimal time problem for discrete crowd models with a localized vector field
In this work, we study the minimal time to steer a given crowd to a desired
configuration. The control is a vector field, representing a perturbation of
the crowd velocity, localized on a fixed control set. We characterize the
minimal time for a discrete crowd model, both for exact and approximate
controllability. This leads to an algorithm that computes the control and the
minimal time. We finally present a numerical simulation
LCrowdV: Generating Labeled Videos for Simulation-based Crowd Behavior Learning
We present a novel procedural framework to generate an arbitrary number of
labeled crowd videos (LCrowdV). The resulting crowd video datasets are used to
design accurate algorithms or training models for crowded scene understanding.
Our overall approach is composed of two components: a procedural simulation
framework for generating crowd movements and behaviors, and a procedural
rendering framework to generate different videos or images. Each video or image
is automatically labeled based on the environment, number of pedestrians,
density, behavior, flow, lighting conditions, viewpoint, noise, etc.
Furthermore, we can increase the realism by combining synthetically-generated
behaviors with real-world background videos. We demonstrate the benefits of
LCrowdV over prior lableled crowd datasets by improving the accuracy of
pedestrian detection and crowd behavior classification algorithms. LCrowdV
would be released on the WWW
Crowd Simulation
Spousta věcí v přírodě je stejně působivých jako zvířata, která se mohou organizovat do větších a logicky orientovaných seskupení.
Tím že dokážeme simulovat toto chování, můžeme vytvořit reálnou podobu davu. Reálné využití pak najdeme v konkrétních oborech lidské činnosti: návrhy veřejných budov, filmové projekty či programování PC her.
Tato práce se zaměřuje na popis boidova algoritmu, který je dnes nejpoužívanější co se simulace davu týče.Many things in nature are impressive like animals which can be organized into larger and logical oriented grouping.
In that case when we can simulate this behavior than we can create real form of the crowd. Real use can be found in things like: creating public buildings, movie projects or developing games.
This thesis focuses on the description of boid's algorithm which is the most used crowd simulation principle today.460 - Katedra informatikyvelmi dobř
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