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dc.contributor.authorSung, Mankyuen_US
dc.contributor.authorGleicher, Michaelen_US
dc.contributor.authorChenney, Stephenen_US
dc.date.accessioned2015-02-19T09:54:20Z
dc.date.available2015-02-19T09:54:20Z
dc.date.issued2004en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2004.00783.xen_US
dc.description.abstractCrowd simulation for virtual environments offers many challenges centered on the trade-offs between rich behavior, control and computational cost. In this paper we present a new approach to controlling the behavior of agents in a crowd. Our method is scalable in the sense that increasingly complex crowd behaviors can be created without a corresponding increase in the complexity of the agents. Our approach is also more authorable; users can dynamically specify which crowd behaviors happen in various parts of an environment. Finally, the character motion produced by our system is visually convincing. We achieve our aims with a situation-based control structure. Basic agents have very limited behaviors. As they enter new situations, additional, situation-specific behaviors are composed on the fly to enable agents to respond appropriately. The composition is done using a probabilistic mechanism. We demonstrate our system with three environments including a city street and a theater.Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animationen_US
dc.publisherThe Eurographics Association and Blackwell Publishing, Incen_US
dc.titleScalable behaviors for crowd simulationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume23en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2004.00783.xen_US
dc.identifier.pages519-528en_US


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