人群模拟中的各种运动和反应

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Yiwen Ma, Tingting Liu, Zhen Liu
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引用次数: 0

摘要

在人群仿真中,如何在虚拟环境中生成多样化的行人运动是一项挑战。如今,在人群仿真中,人们更加强调行人运动的多样性和真实性,而大多数传统模型则主要关注避免碰撞和运动的连续性。最近的研究通过数据驱动方法,利用真实数据中的行人运动模式进行轨迹预测,从而增强了逼真度。然而,这些方法并没有考虑到行人的身体部位运动。与这些方法不同,我们创新性地利用基于学习的角色运动和物理动画来增强人群模拟中行人运动的多样性。所提出的方法为实现更多样化的人群提供了一条很有前景的途径,它是通过一个新颖的框架实现的,该框架将运动合成和物理动画与人群仿真进行了深度整合。该框架由三个主要部分组成:基于学习的运动生成器,负责生成多样化的角色运动;混合模拟,确保行人运动的物理真实性;以及基于速度的界面,协助将导航算法与运动生成器集成。为了验证所提方法在不同方面的有效性,我们进行了实验。直观的结果证明了我们方法的可行性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Diverse Motions and Responses in Crowd Simulation

Diverse Motions and Responses in Crowd Simulation

A challenge in crowd simulation is to generate diverse pedestrian motions in virtual environments. Nowadays, there is a greater emphasis on the diversity and authenticity of pedestrian movements in crowd simulation, while most traditional models primarily focus on collision avoidance and motion continuity. Recent studies have enhanced realism through data-driven approaches that exploit the movement patterns of pedestrians from real data for trajectory prediction. However, they have not taken into account the body-part motions of pedestrians. Differing from these approaches, we innovatively utilize learning-based character motion and physics animation to enhance the diversity of pedestrian motions in crowd simulation. The proposed method can provide a promising avenue for more diverse crowds and is realized by a novel framework that deeply integrates motion synthesis and physics animation with crowd simulation. The framework consists of three main components: the learning-based motion generator, which is responsible for generating diverse character motions; the hybrid simulation, which ensures the physical realism of pedestrian motions; and the velocity-based interface, which assists in integrating navigation algorithms with the motion generator. Experiments have been conducted to verify the effectiveness of the proposed method in different aspects. The visual results demonstrate the feasibility of our approach.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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