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A unified structure for crowd simulation
Author(s) -
Jund Thomas,
Kraemer Pierre,
Cazier David
Publication year - 2012
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.1449
Subject(s) - crowds , crowd simulation , generality , computer science , rendering (computer graphics) , distributed computing , metaverse , collision detection , human–computer interaction , virtual reality , artificial intelligence , collision , computer security , psychology , psychotherapist
Realistic simulation of crowds is an important issue for the production of virtual worlds for games, entertainment or architectural and urban planning. Difficult issues need to be addressed such as collision avoidance and the handling of dynamic environments. In this paper, we present a unified structure for the simulation of crowds in complex urban environments. We propose a topological multiresolution model supporting different levels of details, allowing efficient proximity querying and compatible with real‐time rendering and hierarchical path planning. A fine exploitation of the multiscale aspect of the underlying model allows to achieve the same efficiency as the fastest existing methods. The generality of the approach allows the simulation to be executed on any two manifold, and the unified approach eases the handling of dynamic environments. Copyright © 2012 John Wiley & Sons, Ltd.

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