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Published byArnold Conley Modified over 7 years ago
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Crowds (and research in computer animation and games)
CSE 3541 Matt Boggus
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Foundation of Digital Games
See site for paper topics
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CASA – computer animation and social agents
Social Agents and Avatars Emotion and Personality Virtual Humans Autonomous Actors AI-based Animation Social and Conversational Agents Inter-Agent Communication Social Behavior Crowd Simulation Understanding Human Activity Memory and Long-term Interaction, etc.
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SCA – symposium on computer animation
2D, 3D, and N-D animation systems autonomous characters clothing animation and simulation expressive motion / communication facial animation group and crowd behavior intuitive interfaces for creating and editing animations mathematical foundations of animation methods of control and artistic direction of simulations nature in motion (natural phenomena, plants, clouds, ...) new time-based art forms on the computer novel time-varying phenomena perceptual metrics for animation perceptual foundations of animation physical realism / measuring the real world for animation physical simulation fluid animation planning / learning / optimization for animation real-time and interactive methods camera control methods for computer animation sound and speech for animation
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I3D – symposium on interactive 3D graphics and games
Interaction devices and techniques 3D game techniques Interactive modeling Level-of-detail approaches Pre-computed lighting Visibility computation Real-time surface shading Fast shadows, caustics and reflections Imposters and image-based techniques Animated models GPU techniques Navigation methods Interactive visualization Virtual and augmented reality User studies of interactive techniques and applications Sketch based 3D interaction
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Siggraph See
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Crowd modeling applications
Entertainment: Games Computer animation Art Evaluation: Architecture Robotics Training: Virtual reality simulation
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Individuals and crowds
Individuals are agents Reactive vs. planning Goal vs. need driven Groups – set of similar agents Spatially close Like minded (butter-side up or butter-side down) Crowds – many individuals, with or without groups Emergent behavior – similar to flocking, flocking system Uniformity – sameness of members Quantity & density – average distance between members
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Agent based example “Autonomous Pedestrians” paper
Emulating real pedestrians in urban environments Motions controlled at different levels Reactive behaviors Navigational and motivational behaviors Cognitive behaviors Information stored in mental states More videos at
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Autonomous Pedestrian techniques
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Autonomous Pedestrian techniques
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Autonomous Pedestrian techniques
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Crowds example “Continuum Crowds” paper
More videos at
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Continuum Crowds technique
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Potential fields – 2 examples
Image sources:
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Cellular Automata Regular grid of cells, each in a particular state
Each cell has a neighborhood Set of other nearby cells, typically adjacent Set of rules dictate how the cells change state based on other cells in their neighborhood Ex: Conway’s Game of Life
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Spatial organization Cellular decomposition: Regular 2D grid
Adjacency accessible Density limited Cells define obstructions Continuous space: Step in any direction Need to decipher obstructions Perception needed
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More papers on crowd simulation
Simulating Heterogeneous Crowd Behaviors Using Personality Trait Theory Environment-aware Real-time Crowd Control A Synthetic-Vision-Based Steering Approach for Crowd Simulation (scroll down to find paper and video)
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Commercial crowd simulation
MASSIVE Epic Battle Simulator
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Additional slides
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Execution environment
Real-time / Interactive Simple computations Avoid n2 or higher algorithms Limit size Off-line Can use complex models for behavior Can allow interaction between all agents (n2) Size limited only by hardware memory and storage
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Panic & Congestion handling
Personal space Packing people during evacuation Exit awareness
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Panic & Congestion Example
Autonomous Pedestrians Controlling Agents in High-Density Crowd Simulation
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Navigation Fluid flow: density fields, potential functions
Particle systems: Individual navigation Flocking systems: individual perception, navigation Rule-based Cognitive modeling Cellular automata
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Motion & Navigation Path planning Roadmaps Passing on pathways
Potential fields Forming & maintaining subgroups
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