116,527 research outputs found

    Attack on the clones: managing player perceptions of visual variety and believability in video game crowds

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    Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-player character models. This is evaluated using mixed methods, including a “clone spotting” activity and measurement of impact on computational overheads, in order to present a multi-faceted and adjustable solution to increase believability and variety in video game crowds

    Vibration serviceability of footbridges under human-induced excitation : a literature review

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    Increasing strength of new structural materials and longer spans of new footbridges, accompanied with aesthetic requirements for greater slenderness, are resulting in more lively footbridge structures. In the past few years this issue attracted great public attention. The excessive lateral sway motion caused by crowd walking across the infamous Millennium Bridge in London is the prime example of the vibration serviceability problem of footbridges. In principle, consideration of footbridge vibration serviceability requires a characterisation of the vibration source, path and receiver. This paper is the most comprehensive review published to date of about 200 references which deal with these three key issues. The literature survey identified humans as the most important source of vibration for footbridges. However, modelling of the crowd-induced dynamic force is not clearly defined yet, despite some serious attempts to tackle this issue in the last few years. The vibration path is the mass, damping and stiffness of the footbridge. Of these, damping is the most uncertain but extremely important parameter as the resonant behaviour tends to govern vibration serviceability of footbridges. A typical receiver of footbridge vibrations is a pedestrian who is quite often the source of vibrations as well. Many scales for rating the human perception of vibrations have been found in the published literature. However, few are applicable to footbridges because a receiver is not stationary but is actually moving across the vibrating structure. During footbridge vibration, especially under crowd load, it seems that some form of human–structure interaction occurs. The problem of influence of walking people on footbridge vibration properties, such as the natural frequency and damping is not well understood, let alone quantified. Finally, there is not a single national or international design guidance which covers all aspects of the problem comprehensively and some form of their combination with other published information is prudent when designing major footbridge structures. The overdue update of the current codes to reflect the recent research achievements is a great challenge for the next 5–10 years

    The effect of perception anisotropy on particle systems describing pedestrian flows in corridors

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    We consider a microscopic model (a system of self-propelled particles) to study the behaviour of a large group of pedestrians walking in a corridor. Our point of interest is the effect of anisotropic interactions on the global behaviour of the crowd. The anisotropy we have in mind reflects the fact that people do not perceive (i.e. see, hear, feel or smell) their environment equally well in all directions. The dynamics of the individuals in our model follow from a system of Newton-like equations in the overdamped limit. The instantaneous velocity is modelled in such a way that it accounts for the angle under which an individual perceives another individual. We investigate the effects of this perception anisotropy by means of simulations, very much in the spirit of molecular dynamics. We define a number of characteristic quantifiers (including the polarization index and Morisita index) that serve as measures for e.g. organization and clustering, and we use these indices to investigate the influence of anisotropy on the global behaviour of the crowd. The goal of the paper is to investigate the potentiality of this model; extensive statistical analysis of simulation data, or reproducing any specific real-life situation are beyond its scope.Comment: 24 page

    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
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