人群模拟的密度约束

Ioannis Karamouzas, J. Bakker, M. Overmars
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引用次数: 10

摘要

虚拟世界现在通常用于交互式应用程序,如电脑游戏和模拟。通常,这样的世界都是由大量的虚拟角色组成的。一方面,这些角色有关于环境的全局目标,因此,他们必须能够规划自己到达理想位置的路径。另一方面,他们应该尽量避免与他人和环境发生碰撞。在本文中,我们提出了一种新的技术,通过考虑人群密度来改善人物偏好遵循的全局路线。因此,在我们的模拟中,角色可以智能地规划他们在拥挤区域周围的路径,倾向于不那么密集的区域。这将导致角色的高效流动,同时减少角色必须执行的能量和时间消耗。该技术速度快,可以实时规划数千个字符的路径。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Density constraints for crowd simulation
Virtual worlds are nowadays commonly used in interactive applications, like computer games and simulations. Typically, such worlds are populated by a large number of virtual characters. On one hand, these characters have global goals with respect to the environment and thus, they must be able to plan their paths toward their desired locations. On the other hand, they should try to avoid collisions with each other and with the environment. In this paper, we present a new technique to improve the global routes that characters prefer to follow by taking into account the crowd density. Consequently, in our simulations, characters can intelligently plan their paths around congested areas, favoring less dense regions. This leads to an efficient flow of characters, reducing at the same time the amount of energy and time consuming avoidance maneuvers that the characters have to perform. The technique is fast and can plan paths for thousands of characters in real-time.
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