人群艺术:基于密度和流量的人群运动设计

Kevin Jordao, Panayiotis Charalambous, M. Christie, J. Pettré, Marie-Paule Cani
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引用次数: 15

摘要

艺术家,动画和游戏设计师都需要解决方案,以满足所需的视觉特征,轻松填充大型虚拟环境的人群。本文提出了一种通过指定两个关键特征来直观地填充虚拟环境的方法:局部密度(每单位表面上的代理数量)和局部流量(代理通过单位表面的移动方向)。我们提出的技术也是时间无关的,这意味着无论动画中的时间是什么,最终的人群都满足这两个特征。为了实现这一点,我们的方法依赖于Crowd Patches模型。在将环境离散为规则的小块并创建连接这些小块的图之后,迭代优化过程计算应用于每个小块的局部变化(增加/减少每个小块中的代理数量,更新补丁中代理的方向),以满足总体密度和流量约束。然后在每次迭代之后引入一个特定阶段,通过使用全局寻路过程来避免产生局部循环。因此,该方法具有在几分钟内生成大量真实人群的能力,这些人群无休止地满足用户指定的密度和流动方向,并且对矛盾输入具有鲁棒性。最后,为了简化设计,将该方法通过绘画界面实现在艺术家驱动的工具中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Crowd art: density and flow based crowd motion design
Artists, animation and game designers are in demand for solutions to easily populate large virtual environments with crowds that satisfy desired visual features. This paper presents a method to intuitively populate virtual environments by specifying two key features: localized density, being the amount of agents per unit of surface, and localized flow, being the direction in which agents move through a unit of surface. The technique we propose is also time-independant, meaning that whatever the time in the animation, the resulting crowd satisfies both features. To achieve this, our approach relies on the Crowd Patches model. After discretizing the environment into regular patches and creating a graph that links these patches, an iterative optimization process computes the local changes to apply on each patch (increasing/reducing the number of agents in each patch, updating the directions of agents in the patch) in order to satisfy overall density and flow constraints. A specific stage is then introduced after each iteration to avoid the creation of local loops by using a global pathfinding process. As a result, the method has the capacity of generating large realistic crowds in minutes that endlessly satisfy both user specified densities and flow directions, and is robust to contradictory inputs. At last, to ease the design the method is implemented in an artist-driven tool through a painting interface.
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