dc.contributor.author | Sung, Mankyu | en_US |
dc.contributor.author | Gleicher, Michael | en_US |
dc.contributor.author | Chenney, Stephen | en_US |
dc.date.accessioned | 2015-02-19T09:54:20Z | |
dc.date.available | 2015-02-19T09:54:20Z | |
dc.date.issued | 2004 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2004.00783.x | en_US |
dc.description.abstract | Crowd 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]: Animation | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing, Inc | en_US |
dc.title | Scalable behaviors for crowd simulation | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 23 | en_US |
dc.description.number | 3 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2004.00783.x | en_US |
dc.identifier.pages | 519-528 | en_US |