Theory and Practice of Computer Graphics 2003
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
University of Birmingham, UK
June 03-June 05
ISBN: 0-7695-1942-3
In games, entertainment, medical and architectural applications, the creation of populated virtual city environments has recently become widespread. In this paper we want to provide a technique that allows the simulation of up to 10,000 pedestrians walking in real-time. Simulation for such environments is difficult as a trade off needs to be found between realism and real-time simulation. This paper presents a pedestrian crowd simulation method aiming at improving the local and global reactions of the pedestrians. The method uses a subdivision of space into a 2D grid for pedestrian-to-pedestrian collision avoidance, while assigning goals to pedestrians to make their trajectories smoother and coherent. Goals are computed automatically and connected into a graph that reflects the structure of the city and triggers a spatial repartition of the density of pedestrians. In order to create realistic reactions when areas become crowded, local directions are stored and updated in real-time, allowing the apparition of pedestrians streams. Combining the different methods contributes to a more realistic model, while keeping a real-time frame rate for up to 10,000 simulated pedestrians.
Citation:
Celine Loscos, David Marchal, Alexandre Meyer, "Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws," tpcg, pp.122, Theory and Practice of Computer Graphics 2003, 2003