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A Whole Surface Approach to Crowd Simulation on Arbitrary Topologies
Found in: IEEE Transactions on Visualization and Computer Graphics
By Brian C. Ricks,Parris K. Egbert
Issue Date:February 2014
pp. 159-171
Recent crowd simulation algorithms do path planning on complex surfaces by breaking 3D surfaces into a series of 2.5D planes. This allows for path planning on surfaces that can be mapped from 3D to 2D without distortion, such as multistory buildings. Howev...