三维应用和游戏中持久代理的高效介观模拟

Thomas Dettmar, Sven Seele, R. Herpers, Peter Becker, C. Bauckhage
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引用次数: 3

摘要

为了节省计算资源,虚拟环境和数字游戏中的交通模拟通常会在实体离开用户视野后将其从模拟中移除。这可能导致模拟世界的不一致性,破坏沉浸感。为了对抗这种影响,我们提出了一个系统,由用户周围的常规微观模拟和用户直接环境之外的额外的不太详细的模拟层组成。新层基于FastLane模型执行介观模拟,利用排队论中的元素。使用这种混合方法,可以模拟合理数量的详细流量参与者,也可以模拟大量不那么详细但持久的流量参与者。因此,可以模拟接近用户的具有复杂行为的实体,同时在整个系统中保持合理的交通密度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient Mesoscopic Simulations for Persistent Agents in 3D-Applications and Games
To save computational resources, traffic simulations in virtual environments and digital games often remove entities from the simulation once they leave the user's visual field of view. This can lead to inconsistencies within the simulated world and break the immersive effect. To counter this effect, we propose a system consisting of a regular microscopic simulation around the user and an additional less detailed simulation layer beyond the user's immediate surroundings. The new layer performs a mesoscopic simulation based on the FastLane model, utilizing elements from queuing theory. With this hybrid approach it is possible to simulate a reasonable amount of detailed traffic participants as well as a much larger number of less detailed, but persistent traffic participants. As a result it is possible to simulate entities with complex behavior close to the user while maintaining reasonable traffic densities throughout the entire system.
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