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Issue No.04 - July/August (2009 vol.29)
pp: 34-43
Sébastien Paris , Trinity College Dublin
ABSTRACT
Simulating a natural-looking virtual populace requires modeling different behavioral levels to mimic how people choose and organize their activities. A multilayer behavior model for crowd simulation can help developers endow each entity with high-level objectives built on top of a reactive and cognitive decision system.
INDEX TERMS
virtual humans, autonomous actors, crowd simulation, goal-oriented behavior
CITATION
Sébastien Paris, Stéphane Donikian, "Activity-Driven Populace: A Cognitive Approach to Crowd Simulation", IEEE Computer Graphics and Applications, vol.29, no. 4, pp. 34-43, July/August 2009, doi:10.1109/MCG.2009.58
REFERENCES
1. A. Newell, Unified Theories of Cognition, Harvard Univ. Press, 1990.
2. R. Kulpa, F. Multon, and B. Arnaldi, "Specific Representation of Motions for Interactive Animation with Several Characters," Computer Graphics Forum, vol. 24, no. 3, 2005, pp. 343–352.
3. S. Paris, S. Donikian, and N. Bonvalet, "Environmental Abstraction and Path Planning Techniques for Realistic Crowd Simulation," Computer Animation and Virtual Worlds, vol. 17, nos. 3–4, 2006, pp. 325–335.
4. S. Paris, J. Pettré, and S. Donikian, "Pedestrian Reactive Navigation for Crowd Simulation: A Predictive Approach," Computer Graphics Forum, vol. 26, no. 3, 2007, pp. 665–674.
5. A.S. Rao and M.P. Georgeff, "Modeling Rational Agents within a BDI-Architecture," Proc. 2nd Int'l Conf. Principles of Knowledge Representation and Reasoning (KR 91), Morgan Kaufmann, 1991, pp. 473–484.
6. J. Lengyel et al., "Realtime Robot Motion Planning Using Rasterizing Computer Graphics Hardware," Proc. Siggraph, ACM Press, 1990, pp. 327–335.
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