Workshop II UU Crowd Simulation Framework

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Presentation transcript:

Workshop II UU Crowd Simulation Framework Wouter van Toll Angelos Kremyzas Path Planning course December 7, 2016

Workshop II: UU Crowd Simulation Framework Goals of this session Understand the various crowd simulation levels Get an overview of our simulation software Prepare for Assignment 2 November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework Algorithms in a crowd simulation framework THeory November 26, 2018 Workshop II: UU Crowd Simulation Framework

Crowd simulation framework Towards Believable Crowds: A Generic Multi-Level Framework for Agent Navigation Paper #1 of the course Our software focuses on levels 4/3/2 Geometric components November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework 4: Global path planning We use the Explicit Corridor Map Compact navigation mesh Supports any character radius Multi-layered environments Dynamic updates Other options could also work As long as characters can compute an indicative route November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework 3: Path following Smoothly follow a desired path Input: indicative route, non-smooth indication of the path In each simulation step, compute an attraction point Leads to a preferred velocity for the next level Indicative Route Method (IRM, 2009) MIRAN (#7): improvement by Jaklin et al. (2013) Supports weighted regions Better smoothness/shortcut control November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework 2: Local movement Roughly move in the preferred direction, while... ...responding to collisions with other characters ...avoiding future collisions ...adapting to the surrounding streams of people ...maintaining social group behavior etc. November 26, 2018 Workshop II: UU Crowd Simulation Framework

Paper vs. Implementation It’s hard to judge a method in practice Not all parameter settings are described in a paper Lots of details are up to the programmer Some necessary hacks are not mentioned Small changes can have huge impacts November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework The ECM framework in action Demo time November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework Demos ECM Single agent Crowd Circle Unity3D November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework Crowd simulation in the ECM framework Implementation November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework Simulation step Core of the crowd simulation engine performStep(Δt) Increase total time by Δt For each character: path following Update pointers along indicative route (if any) Compute new attraction point, preferred velocity For each character: collision avoidance Compute new velocity vNew Smoothen vNew (optional) Compute collision forces F (optional) For each character Update velocity: v := vNew + Δt · F/mass Update position: p := p + Δt · v Update nearest-neighbor data structure (There are actually many more substeps) Why separate loops? Order of characters does not matter Characters are independent, each loop can be parallellized November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework Simulation loop Update the simulation per time step: performStep(Δt) Possible approach: do as many steps as possible Use time between frames as step size Use FPS to measure efficiency Is this a good idea? We use a fixed time step (0.1 s) Use computation time to measure efficiency (e.g. % of step time) Behavior does not depend on the framerate Fast-forward by calling performStep() more/less often You really don’t need a higher simulation framerate Visualization framerate can be much higher November 26, 2018 Workshop II: UU Crowd Simulation Framework

Workshop II: UU Crowd Simulation Framework Assignment 2 Create a game in Unity that uses our crowd simulation software as a plug-in Solve at least one problem you’ve seen in Assignment 1 Write a report about your solutions Bonus points if the game is original, fun, etc. Also an experiment for us! Test usability of the UUCS plug-in Tutorial November 26, 2018 Workshop II: UU Crowd Simulation Framework