TY - GEN
T1 - Density constraints for crowd simulation
AU - Karamouzas, Ioannis
AU - Bakker, Jiri
AU - Overmars, Mark H.
PY - 2009
Y1 - 2009
N2 - Virtual worlds are nowadays commonly used in interactive applications, like computer games and simulations. Typically, such worlds are populated by a large number of virtual characters. On one hand, these characters have global goals with respect to the environment and thus, they must be able to plan their paths toward their desired locations. On the other hand, they should try to avoid collisions with each other and with the environment. In this paper, we present a new technique to improve the global routes that characters prefer to follow by taking into account the crowd density. Consequently, in our simulations, characters can intelligently plan their paths around congested areas, favoring less dense regions. This leads to an efficient flow of characters, reducing at the same time the amount of energy and time consuming avoidance maneuvers that the characters have to perform. The technique is fast and can plan paths for thousands of characters in real-time.
AB - Virtual worlds are nowadays commonly used in interactive applications, like computer games and simulations. Typically, such worlds are populated by a large number of virtual characters. On one hand, these characters have global goals with respect to the environment and thus, they must be able to plan their paths toward their desired locations. On the other hand, they should try to avoid collisions with each other and with the environment. In this paper, we present a new technique to improve the global routes that characters prefer to follow by taking into account the crowd density. Consequently, in our simulations, characters can intelligently plan their paths around congested areas, favoring less dense regions. This leads to an efficient flow of characters, reducing at the same time the amount of energy and time consuming avoidance maneuvers that the characters have to perform. The technique is fast and can plan paths for thousands of characters in real-time.
UR - http://www.scopus.com/inward/record.url?scp=74349096456&partnerID=8YFLogxK
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U2 - 10.1109/ICEGIC.2009.5293590
DO - 10.1109/ICEGIC.2009.5293590
M3 - Conference contribution
AN - SCOPUS:74349096456
SN - 9781424444601
T3 - 1st International IEEE Consumer Electronic Society's Games Innovation Conference, ICE-GiC 09
SP - 160
EP - 168
BT - 1st International IEEE Consumer Electronic Society's Games Innovation Conference, ICE-GiC 09
T2 - 1st International IEEE Consumer Electronic Society's Games Innovation Conference, ICE-GiC 09
Y2 - 25 August 2009 through 28 August 2009
ER -