Intuitive crowd behavior in dense urban environments using local laws

C. Loscos, David Marchal, Alexandre Meyer
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引用次数: 212

Abstract

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 (two-dimensional) 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 pedestrian 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.
根据当地法律,在密集的城市环境中直观的人群行为
在游戏,娱乐,医疗和建筑应用中,创建人口稠密的虚拟城市环境最近变得普遍。在本文中,我们希望提供一种技术,可以实时模拟多达10,000名行人的行走。这种环境的模拟是困难的,因为需要在现实主义和实时模拟之间找到平衡。本文提出了一种行人人群仿真方法,旨在提高行人的局部反应和全局反应。该方法将空间细分为二维网格,以避免行人与行人之间的碰撞,同时为行人分配目标,使其轨迹更平滑和连贯。目标被自动计算并连接到一个反映城市结构的图表中,并触发行人密度的空间重新划分。当区域变得拥挤时,为了创造真实的反应,本地方向被实时存储和更新,允许出现行人流。结合不同的方法有助于建立更逼真的模型,同时保持多达10,000个模拟行人的实时帧率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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