DocumentCode
2004540
Title
Density constraints for crowd simulation
Author
Karamouzas, Ioannis ; Bakker, Jiri ; Overmars, Mark H.
Author_Institution
Dept. of Inf. & Comput. Sci., Utrecht Univ., Utrecht, Netherlands
fYear
2009
fDate
25-28 Aug. 2009
Firstpage
160
Lastpage
168
Abstract
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.
Keywords
computer games; virtual reality; avoidance maneuver; computer game; crowd density; crowd simulation; density constraint; global route; interactive application; virtual character; virtual world; Application software; Computational modeling; Computer applications; Computer simulation; Grid computing; Navigation; Partitioning algorithms; Path planning; Smoothing methods; Traffic control;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Innovations Conference, 2009. ICE-GIC 2009. International IEEE Consumer Electronics Society's
Conference_Location
London
Print_ISBN
978-1-4244-4459-5
Electronic_ISBN
978-1-4244-4460-1
Type
conf
DOI
10.1109/ICEGIC.2009.5293590
Filename
5293590
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