VIRTUAL POPULACE


IEEE Computer Graphics and Applications, July/August 2009, pp. 54–63

A screenshot from the Metropolis project, which aims to recreate a populated virtual city.

Modeling Groups of Plausible Virtual Pedestrians

by Christopher Peters and Cathy Ennis

Crowd simulation is enjoying considerable success in a number of applied domains, most notably in evacuation scenarios in which simulated crowd behaviors can help improve the safety of interior building designs. However, not all applications involving virtual populace have the overarching goal of realistic simulation. In many cases, it's necessary only that viewers perceive the crowd as realistic. In many of the latest movies or video games involving large numbers of virtual actors, liberties can be taken in displaying those far away or otherwise obscured from the eye, if this doesn't noticeably diminish the viewing experience. For example, such simulations can reduce the level of detail or forgo collision avoidance calculations to allow simulation of a larger crowd or enhanced behaviors for individuals deemed most likely to occupy viewers' attention.

Read more

Subscribe to IEEE Computer Graphics and Applications

IEEE Computer Graphics and Applications magazine bridges the theory and practice of computer graphics, from specific algorithms to full system implementations.

Current issue:
Visualization Applications and Design Studies

What else is new?

POPULATING VIRTUAL WORLDS

The boundaries between the real and virtual worlds are breaking down, not only in the entertainment arena, but in business, politics, education, and beyond. Read more

More articles:

3D Social Virtual Worlds: Research Issues and Challenges
Three-dimensional social virtual worlds such as Second Life reveal challenges worth exploring for both researchers and managers.

Brain-Computer Interfaces, Virtual Reality, and Videogames
Major challenges must be tackled for brain-computer interfaces to mature into an established communications medium for VR applications.

Procedural Urban Modeling in Practice
Film and game studios are turning to procedural modeling to model cities. Learn about the CityEngine tool and the use of procedural urban modeling in Electronic Arts' Need for Speed games.

Modeling Crowd and Trained Leader Behavior during Building Evacuation
Crowd simulation can shed light on the behavior of individuals being evacuated from a building who might not know the structure's connectivity or who find routes blocked.

Brain Springs: Fast Physics for Large Crowds in WALL•E
WALL•E required believable physics for human and robot crowds, which Pixar technical directors created by combining a custom spring-physics system with traditional simulation methods.

Modeling Groups of Plausible Virtual Pedestrians
This proposed methodology for modeling dynamic crowd scenarios uses perceptual studies to improve the crowd's visual plausibility.

     Related links 

     Virtual Worlds Poll