[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
research-article

Imperceptible relaxation of collision avoidance constraints in virtual crowds

Published: 12 December 2011 Publication History

Abstract

The performance of an interactive virtual crowd system for entertainment purposes can be greatly improved by setting a level-of-details (LOD) strategy: in distant areas, collision avoidance can even be stealthy disabled to drastically speed-up simulation and to handle huge crowds. The greatest difficulty is then to select LODs to progressively simplify simulation in an imperceptible but efficient manner. The main objective of this work is to experimentally evaluate spectators' ability to detect the presence of collisions in simulations. Factors related to the conditions of observation and simulation are studied, such as the camera angles, distance to camera, level of interpenetration or crowd density. Our main contribution is to provide a LOD selection function resulting from two perceptual studies allowing crowd system designers to scale a simulation by relaxing the collision avoidance constraint in a least perceptible manner. The relaxation of this constraint is an important source for computational resources savings. Our results reveal several misconceptions in previously used LOD selection functions and suggest yet unexplored variables to be considered. We demonstrate our function efficiency over several evaluation scenarios.

Supplementary Material

JPG File (a138-kulpa.jpg)
MP4 File (a138-kulpa.mp4)

References

[1]
Burstedde, C., Klauck, K., Schadschneider, A., and Zittartz, J. 2001. Simulation of pedestrian dynamics using a two-dimensional cellular automaton. Physica A: Statistical Mechanics and its Applications 295, 3--4, 507--525.
[2]
Dobbyn, S., Hamill, J., O'Conor, K., and O'Sullivan, C. 2005. Geopostors: a real-time geometry/impostor crowd rendering system. Proc. Symposium on Interactive 3D Graphics and Games.
[3]
Helbing, D., and Molnar, P. 1995. Social force model for pedestrian dynamics. Physical Review E 51, 4282.
[4]
Hillaire, S., Breton, G., Ouarti, N., Cozot, R., and Lécuyer, A. 2010. Using a Visual Attention Model to Improve Gaze Tracking Systems in Interactive 3D Applications. Computer Graphics Forum 19 (6), 1830--1841.
[5]
Kapadia, M., Singh, S., Allen, B., Reinman, G., and Faloutsos, P. 2009. Steerbug: an interactive framework for specifying and detecting steering behaviors. Proc. ACM SIGGRAPH/Eurographics Symposium on Computer Animation.
[6]
Kistler, F., Wissner, M., and André, E. 2010. Level of detail based behavior control for virtual characters. In Intelligent Virtual Agents, vol. 6356 of Lecture Notes in Computer Science. Springer Berlin/Heidelberg, 118--124.
[7]
Maury, B., Roudneff Chupin, A., and Santambrogio, F. 2010. A macroscopic crowd motion model of gradient flow type. Mathematical Models and Methods in Applied Sciences 20, 10, 1787--1821.
[8]
McDonnell, R., Dobbyn, S., and O'Sullivan, C. 2005. LOD Human Representations: A Comparative Study. In Int. Workshop on Crowd Simulation (V-CROWDS'05), 101--115.
[9]
McDonnell, R., Larkin, M., Dobbyn, S., Collins, S., and O'Sullivan, C. 2008. Clone attack! perception of crowd variety. ACM Transactions on Graphics 25 (3).
[10]
McDonnell, R., Larkin, M., Hernández, B., Rudomin, I., and O'Sullivan, C. 2009. Eye-catching crowds: saliency based selective variation. ACM Trans. Graph. 28, 3, 1--10.
[11]
McHugh, J., McDonnell, R., Newell, F. N., and O'Sullivan, C. 2010. Perceiving emotion in crowds: the role of dynamic body postures on the perception of emotion in crowded scenes. Experimental Brain Research 204 (3), 361--372.
[12]
Narain, R., Golas, A., Curtis, S., and Lin, M. 2009. Aggregate dynamics for dense crowd simulation. In SIGGRAPH Asia '09: ACM SIGGRAPH Asia 2009 papers.
[13]
Niederberger, C., and Gross, M. 2005. Level-of-detail for cognitive real-time characters. Visual Computer 21, 188--202.
[14]
Paris, S., Pettré, J., and Donikian, S. 2007. Pedestrian reactive navigation for crowd simulation: a predictive approach. Eurographics'07: Computer Graphics Forum 26, (3), 665--674.
[15]
Paris, S., Gerdelan, A., and O'Sullivan, C. 2009. Calod: Collision avoidance level of detail for scalable, controllable crowds. Proc. International Workshop on Motion in Games.
[16]
Pettré, J., Ciechomski, P. d. H., Mäim, J., Yersin, B., Laumond, J.-P., and Thalmann, D. 2006. Real-time navigating crowds: scalable simulation and rendering: Casa 2006 research articles. Comput. Animat. Virtual Worlds 17, 445--455.
[17]
Pettré, J., Ondřej, J., Olivier, A.-H., Crétual, A., and Donikian, S. 2009. Experiment-based modeling, simulation and validation of interactions between virtual walkers. Proc. ACM SIGGRAPH/Eurographics Symp. on Computer Animation.
[18]
Reynolds, C. W. 1987. Flocks, herds and schools: A distributed behavioral model. In SIGGRAPH '87: Proceedings of the 14th annual conference on Computer graphics and interactive techniques, ACM, New York, NY, USA, 25--34.
[19]
Samet, H. 2005. Foundations of Multidimensional and Metric Data Structures. Morgan Kaufmann Publishers Inc., San Francisco, CA, USA.
[20]
Sud, A., Andersen, E., Curtis, S., Lin, M., and Manocha, D. 2008. Real-time path planning for virtual agents in dynamic environments. ACM SIGGRAPH 2008 classes.
[21]
Tecchia, F., Loscos, C., and Chrysanthou, Y. 2002. Image-based crowd rendering. IEEE Comput. Graph. Appl. 22 (March), 36--43.
[22]
Treuille, A., Cooper, S., and Popović, Z. 2006. Continuum crowds. ACM Trans. on Graphics (SIGGRAPH 2006) 25 (3).
[23]
van den Berg, J., Patil, S., Sewall, J., Manocha, D., and Lin, M. 2008. Interactive navigation of individual agents in crowded environments. Symposium on Interactive 3D Graphics and Games (I3D 2008).
[24]
Yersin, B., Mäim, J., Pettré, J., and Thalmann, D. 2009. Crowd patches: populating large-scale virtual environments for real-time applications. Proc. Symposium on Interactive 3D Graphics and games, 207--214.

Cited By

View all
  • (2024)Kalabalık Benzetimlerinde Küçük Gruplar için GPU Tabanlı Çarpışmasız Doğrusal Gezinge OluşturulmasıGPU-Based Collision-Free Linear Trajectory Generation for Small Groups in Crowd SimulationsPoliteknik Dergisi10.2339/politeknik.140900627:1(407-417)Online publication date: 29-Feb-2024
  • (2024)Resolving Collisions in Dense 3D Crowd AnimationsACM Transactions on Graphics10.1145/368726643:5(1-14)Online publication date: 6-Sep-2024
  • (2021)Perception of Motion Variations in Large-Scale Virtual Human CrowdsProceedings of the 14th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3487983.3488288(1-7)Online publication date: 10-Nov-2021
  • Show More Cited By

Index Terms

  1. Imperceptible relaxation of collision avoidance constraints in virtual crowds

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Transactions on Graphics
    ACM Transactions on Graphics  Volume 30, Issue 6
    December 2011
    678 pages
    ISSN:0730-0301
    EISSN:1557-7368
    DOI:10.1145/2070781
    Issue’s Table of Contents

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 12 December 2011
    Published in TOG Volume 30, Issue 6

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. believability
    2. collision avoidance
    3. crowd simulation
    4. experimentation
    5. perception
    6. performance

    Qualifiers

    • Research-article

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)4
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 12 Dec 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Kalabalık Benzetimlerinde Küçük Gruplar için GPU Tabanlı Çarpışmasız Doğrusal Gezinge OluşturulmasıGPU-Based Collision-Free Linear Trajectory Generation for Small Groups in Crowd SimulationsPoliteknik Dergisi10.2339/politeknik.140900627:1(407-417)Online publication date: 29-Feb-2024
    • (2024)Resolving Collisions in Dense 3D Crowd AnimationsACM Transactions on Graphics10.1145/368726643:5(1-14)Online publication date: 6-Sep-2024
    • (2021)Perception of Motion Variations in Large-Scale Virtual Human CrowdsProceedings of the 14th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3487983.3488288(1-7)Online publication date: 10-Nov-2021
    • (2021)A Perceptually-Validated Metric for Crowd Trajectory Quality EvaluationProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34801364:3(1-18)Online publication date: 27-Sep-2021
    • (2021)Emotion-Based Crowd Simulation Model Based on Physical Strength Consumption for Emergency ScenariosIEEE Transactions on Intelligent Transportation Systems10.1109/TITS.2020.300060722:11(6977-6991)Online publication date: 1-Nov-2021
    • (2020)Review of Virtual Traffic Simulation and Its ApplicationsJournal of Advanced Transportation10.1155/2020/82376492020(1-9)Online publication date: 19-Jun-2020
    • (2020)A Deep Learning-Based Framework for Intersectional Traffic Simulation and EditingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.288983426:7(2335-2348)Online publication date: 1-Jul-2020
    • (2020)A review on crowd simulation and modelingGraphical Models10.1016/j.gmod.2020.101081111(101081)Online publication date: Sep-2020
    • (2019)Crowd Behavior Simulation With Emotional Contagion in Unexpected Multihazard SituationsIEEE Transactions on Systems, Man, and Cybernetics: Systems10.1109/TSMC.2019.2899047(1-15)Online publication date: 2019
    • (2018)Crowd simulation incorporating thermal environments and responsive behaviorsPresence: Teleoperators and Virtual Environments10.1162/PRES_a_0030826:4(436-452)Online publication date: 1-Aug-2018
    • Show More Cited By

    View Options

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media