dc.contributor.author | Weiss, Tomer | en_US |
dc.contributor.author | Litteneker, Alan | en_US |
dc.contributor.author | Jiang, Chenfanfu | en_US |
dc.contributor.author | Terzopoulos, Demetri | en_US |
dc.contributor.editor | Bernhard Thomaszewski and KangKang Yin and Rahul Narain | en_US |
dc.date.accessioned | 2017-12-31T10:43:02Z | |
dc.date.available | 2017-12-31T10:43:02Z | |
dc.date.issued | 2017 | |
dc.identifier.isbn | 978-1-4503-5091-4 | |
dc.identifier.uri | http://dx.doi.org/10.1145/3099564.3108160 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1145/3099564-3108160 | |
dc.description.abstract | Exploiting the e ciency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance constraints to simulate both sparse and dense crowds. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials.We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new real-time crowd simulation method is suitable for use in interactive games. | en_US |
dc.publisher | ACM | en_US |
dc.subject | Computing methodologies Animation | |
dc.subject | Real | |
dc.subject | time simulation | |
dc.subject | position | |
dc.subject | based dynamics | |
dc.subject | crowd simulation | |
dc.subject | collision avoidance | |
dc.title | Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation | en_US |
dc.description.seriesinformation | Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters | |
dc.description.sectionheaders | Poster Abstracts | |
dc.identifier.doi | 10.1145/3099564.3108160 | |
dc.identifier.pages | Tomer Weiss, Alan Litteneker, Chenfanfu Jiang, and Demetri Terzopoulos-Computing methodologies Animation; Real-time simulation; position-based dynamics, crowd simulation, collision avoidance | |