Jose Guillermo Rangel Ramirez, Devin Lange, Panayiotis Charalambous, Claudia Esteves, J. Pettré
{"title":"Optimization-based computation of locomotion trajectories for crowd patches","authors":"Jose Guillermo Rangel Ramirez, Devin Lange, Panayiotis Charalambous, Claudia Esteves, J. Pettré","doi":"10.1145/2668064.2668094","DOIUrl":null,"url":null,"abstract":"Over the past few years, simulating crowds in virtual environments has become an important tool to give life to virtual scenes; be it movies, games, training applications, etc. An important part of crowd simulation is the way that people move from one place to another. This paper concentrates on improving the crowd patches approach proposed by Yersin et al. [Yersin et al. 2009] that aims on efficiently animating ambient crowds in a scene. This method is based on the construction of animation blocks (called patches) concatenated together under some constraints to create larger and richer animations with limited run-time cost. Specifically, an optimization based approach to generate smooth collision free trajectories for crowd patches is proposed. The contributions of this work to the crowd patches framework are threefold; firstly a method to match the end points of trajectories based on the Gale-Shapley algorithm [Gale and Shapley 1962] is proposed that takes into account preferred velocities and space coverage, secondly an improved algorithm for collision avoidance is proposed that gives natural appearance to trajectories and finally a cubic spline approach is used to smooth out generated trajectories. We demonstrate several examples of patches and how they were improved by the proposed method, some limitations and directions for future improvements.","PeriodicalId":138747,"journal":{"name":"Proceedings of the 7th International Conference on Motion in Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 7th International Conference on Motion in Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2668064.2668094","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 6
Abstract
Over the past few years, simulating crowds in virtual environments has become an important tool to give life to virtual scenes; be it movies, games, training applications, etc. An important part of crowd simulation is the way that people move from one place to another. This paper concentrates on improving the crowd patches approach proposed by Yersin et al. [Yersin et al. 2009] that aims on efficiently animating ambient crowds in a scene. This method is based on the construction of animation blocks (called patches) concatenated together under some constraints to create larger and richer animations with limited run-time cost. Specifically, an optimization based approach to generate smooth collision free trajectories for crowd patches is proposed. The contributions of this work to the crowd patches framework are threefold; firstly a method to match the end points of trajectories based on the Gale-Shapley algorithm [Gale and Shapley 1962] is proposed that takes into account preferred velocities and space coverage, secondly an improved algorithm for collision avoidance is proposed that gives natural appearance to trajectories and finally a cubic spline approach is used to smooth out generated trajectories. We demonstrate several examples of patches and how they were improved by the proposed method, some limitations and directions for future improvements.
在过去的几年里,模拟虚拟环境中的人群已经成为赋予虚拟场景生命的重要工具;无论是电影、游戏、培训应用程序等等。人群模拟的一个重要部分是人们从一个地方移动到另一个地方的方式。本文专注于改进Yersin等人提出的人群补丁方法[Yersin et al. 2009],该方法旨在有效地使场景中的环境人群动画化。这种方法是基于动画块(称为patch)的构建,在一定的约束下连接在一起,以有限的运行时间成本创建更大更丰富的动画。具体而言,提出了一种基于优化的方法来生成人群补丁的光滑无碰撞轨迹。这项工作对人群补丁框架的贡献有三个方面;首先提出了一种基于Gale-Shapley算法[Gale and Shapley 1962]的匹配轨迹端点的方法,该方法考虑了首选速度和空间覆盖,其次提出了一种改进的避撞算法,该算法使轨迹具有自然外观,最后使用三次样条方法对生成的轨迹进行平滑处理。我们展示了几个补丁的例子,以及如何通过所提出的方法改进它们,一些限制和未来改进的方向。