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dc.contributor.authorMathew, C. D. Tharinduen_US
dc.contributor.authorKnob, Paulo R.en_US
dc.contributor.authorMusse, Soraia Rauppen_US
dc.contributor.authorAliaga, Daniel G.en_US
dc.contributor.editorChen, Min and Benes, Bedrichen_US
dc.date.accessioned2019-03-17T09:57:00Z
dc.date.available2019-03-17T09:57:00Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13585
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13585
dc.description.abstractWe present a system to generate a procedural environment that produces a desired crowd behaviour. Instead of altering the behavioural parameters of the crowd itself, we automatically alter the environment to yield such desired crowd behaviour. This novel inverse approach is useful both to crowd simulation in virtual environments and to urban crowd planning applications. Our approach tightly integrates and extends a space discretization crowd simulator with inverse procedural modelling. We extend crowd simulation by goal exploration (i.e. agents are initially unaware of the goal locations), variable‐appealing sign usage and several acceleration schemes. We use Markov chain Monte Carlo to quickly explore the solution space and yield interactive design. We have applied our method to a variety of virtual and real‐world locations, yielding one order of magnitude faster crowd simulation performance over related methods and several fold improvement of crowd indicators.en_US
dc.publisher© 2019 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjecthuman simulation
dc.subjectanimation
dc.subjectComputing methodologies → Interactive simulation, Procedural animation
dc.titleUrban Walkability Design Using Virtual Population Simulationen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume38
dc.description.number1
dc.identifier.doi10.1111/cgf.13585
dc.identifier.pages455-469


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