6,001 research outputs found

    Overview of crowd simulation in computer graphics

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    High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added

    Pedestrian flows in bounded domains with obstacles

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    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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