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Crowd art: density and flow based crowd motion design

Published: 16 November 2015 Publication History

Abstract

Artists, animation and game designers are in demand for solutions to easily populate large virtual environments with crowds that satisfy desired visual features. This paper presents a method to intuitively populate virtual environments by specifying two key features: localized density, being the amount of agents per unit of surface, and localized flow, being the direction in which agents move through a unit of surface. The technique we propose is also time-independant, meaning that whatever the time in the animation, the resulting crowd satisfies both features. To achieve this, our approach relies on the Crowd Patches model. After discretizing the environment into regular patches and creating a graph that links these patches, an iterative optimization process computes the local changes to apply on each patch (increasing/reducing the number of agents in each patch, updating the directions of agents in the patch) in order to satisfy overall density and flow constraints. A specific stage is then introduced after each iteration to avoid the creation of local loops by using a global pathfinding process. As a result, the method has the capacity of generating large realistic crowds in minutes that endlessly satisfy both user specified densities and flow directions, and is robust to contradictory inputs. At last, to ease the design the method is implemented in an artist-driven tool through a painting interface.

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MP4 File (p167-jordao.mp4)

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Cited By

View all
  • (2024)Generating natural pedestrian crowds by learning real crowd trajectories through a transformer-based GANThe Visual Computer10.1007/s00371-024-03385-4Online publication date: 29-Apr-2024
  • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
  • (2022)Interaction Fields: Intuitive Sketch‐based Steering Behaviors for Crowd SimulationComputer Graphics Forum10.1111/cgf.1449141:2(521-534)Online publication date: 24-May-2022
  • Show More Cited By

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    Published In

    cover image ACM Other conferences
    MIG '15: Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games
    November 2015
    247 pages
    ISBN:9781450339919
    DOI:10.1145/2822013
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 16 November 2015

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    Author Tags

    1. crowd animation
    2. crowd design
    3. crowd patches

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    • Research-article

    Funding Sources

    • French National Research Agency ANR

    Conference

    MIG '15
    MIG '15: Motion in Games
    November 16 - 18, 2015
    Paris, France

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    Overall Acceptance Rate -9 of -9 submissions, 100%

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    Cited By

    View all
    • (2024)Generating natural pedestrian crowds by learning real crowd trajectories through a transformer-based GANThe Visual Computer10.1007/s00371-024-03385-4Online publication date: 29-Apr-2024
    • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
    • (2022)Interaction Fields: Intuitive Sketch‐based Steering Behaviors for Crowd SimulationComputer Graphics Forum10.1111/cgf.1449141:2(521-534)Online publication date: 24-May-2022
    • (2021)TSN: Performance Creative Choreography Based on Twin Sensor NetworkWireless Communications and Mobile Computing10.1155/2021/55327542021(1-12)Online publication date: 26-Mar-2021
    • (2019)Generation of crowd arrival and destination locations/times in complex transit facilitiesThe Visual Computer10.1007/s00371-019-01761-zOnline publication date: 14-Oct-2019
    • (2017)Sketching for real-time control of crowd simulationsProceedings of the Conference on Computer Graphics & Visual Computing10.2312/cgvc.20171282(81-88)Online publication date: 14-Sep-2017

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