DocumentCode :
86622
Title :
Interactive Formation Control in Complex Environments
Author :
Henry, Joseph ; Shum, Hubert P. H. ; Komura, Taku
Author_Institution :
Sch. of Inf., Univ. of Edinburgh, Edinburgh, UK
Volume :
20
Issue :
2
fYear :
2014
fDate :
Feb. 2014
Firstpage :
211
Lastpage :
222
Abstract :
The degrees of freedom of a crowd is much higher than that provided by a standard user input device. Typically, crowd-control systems require multiple passes to design crowd movements by specifying waypoints, and then defining character trajectories and crowd formation. Such multi-pass control would spoil the responsiveness and excitement of real-time control systems. In this paper, we propose a single-pass algorithm to control a crowd in complex environments. We observe that low-level details in crowd movement are related to interactions between characters and the environment, such as diverging/merging at cross points, or climbing over obstacles. Therefore, we simplify the problem by representing the crowd with a deformable mesh, and allow the user, via multitouch input, to specify high-level movements and formations that are important for context delivery. To help prevent congestion, our system dynamically reassigns characters in the formation by employing a mass transport solver to minimize their overall movement. The solver uses a cost function to evaluate the impact from the environment, including obstacles and areas affecting movement speed. Experimental results show realistic crowd movement created with minimal high-level user inputs. Our algorithm is particularly useful for real-time applications including strategy games and interactive animation creation.
Keywords :
computer animation; computer games; peripheral interfaces; Complex Environments; Interactive Formation Control; context delivery; cost function; crowd- control systems; interactive animation; multipass control; multitouch input; real-time control systems; strategy games; three-dimensional graphics; Animation; Computational modeling; Real-time systems; Shape; Trajectory; Visualization; Animation; Computational modeling; Real-time systems; Shape; Three-dimensional graphics and realism; Trajectory; Visualization; animation; gaming; input devices and strategies;
fLanguage :
English
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
Publisher :
ieee
ISSN :
1077-2626
Type :
jour
DOI :
10.1109/TVCG.2013.116
Filename :
6582419
Link To Document :
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