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dc.contributor.authorKaramouzas, Ioannisen_US
dc.contributor.authorOvermars, Marken_US
dc.contributor.editorKenny Erleben and Jan Bender and Matthias Teschneren_US
dc.date.accessioned2014-02-01T07:23:12Z
dc.date.available2014-02-01T07:23:12Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905673-78-4en_US
dc.identifier.urihttp://dx.doi.org/10.2312/PE/vriphys/vriphys10/125-134en_US
dc.description.abstractWe present a velocity-based model for realistic collision avoidance among virtual characters. Our approach is elaborated from existing experimental data and is based on the simple hypothesis that an individual tries to resolve collisions long in advance by slightly adapting its motion. We have evaluated our model by testing it against a wide range of challenging scenarios. In all of our simulations, the characters exhibit smooth and visually convincing motions, avoiding all collisions with minimal effort. The method reproduces emergent behaviour, like lane formation, that have been observed in real crowds. It is relatively easy to implement and and is fast, allowing the simulation of crowds of thousands of characters in real time.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.2.9 [Robotics]: Kinematics and dynamics I.2.1 [Applications and Expert Systems]: Gamesen_US
dc.titleSimulating Human Collision Avoidance Using a Velocity-Based Approachen_US
dc.description.seriesinformationWorkshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2010)en_US


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