IEEE Trans Vis Comput Graph. 2017 Jul;23(7):1823-1837. doi: 10.1109/TVCG.2016.2545670. Epub 2016 Mar 23.
We present a novel dense crowd simulation method. In real crowds of high density, people manoeuvring the crowd need to twist their torso to pass between others. Our proposed method does not use the traditional disc-shaped agent, but instead employs capsule-shaped agents, which enables us to plan such torso orientations. Contrary to other crowd simulation systems, which often focus on the movement of the entire crowd, our method distinguishes between active agents that try to manoeuvre through the crowd, and passive agents that have no incentive to move. We introduce the concept of a focus point to influence crowd agent orientation. Recorded data from real human crowds are used for validation, which shows that our proposed model produces equivalent paths for 85 percent of the validation set. Furthermore, we present a character animation technique that uses the results from our crowd model to generate torso-twisting and side-stepping characters.
我们提出了一种新颖的密集人群模拟方法。在高密度的真实人群中,人们在人群中穿行时需要扭动躯干才能从他人之间通过。我们提出的方法不使用传统的圆盘状代理,而是采用胶囊状代理,这使我们能够规划这样的躯干方向。与其他经常关注整个人群运动的人群模拟系统不同,我们的方法区分了试图在人群中穿行的主动代理和没有移动动机的被动代理。我们引入了焦点的概念来影响人群代理的方向。使用真实人群的记录数据进行验证,结果表明,我们提出的模型对于 85%的验证集产生了等效的路径。此外,我们还提出了一种角色动画技术,该技术使用我们的人群模型的结果来生成躯干扭曲和侧身移动的角色。