Simulating human collision avoidance using a velocity-based approach

Ioannis Karamouzas, Mark Overmars

Research output: Chapter in Book/Report/Conference proceedingConference contribution

11 Scopus citations

Abstract

We 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.

Original languageEnglish (US)
Title of host publicationVRIPHYS 2010 - 7th Workshop on Virtual Reality Interactions and Physical Simulations
Pages125-134
Number of pages10
DOIs
StatePublished - Dec 1 2010
Event7th Workshop on Virtual Reality Interactions and Physical Simulations, VRIPHYS 2010 - Copenhagen, Denmark
Duration: Nov 11 2010Nov 12 2010

Other

Other7th Workshop on Virtual Reality Interactions and Physical Simulations, VRIPHYS 2010
CountryDenmark
CityCopenhagen
Period11/11/1011/12/10

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    Karamouzas, I., & Overmars, M. (2010). Simulating human collision avoidance using a velocity-based approach. In VRIPHYS 2010 - 7th Workshop on Virtual Reality Interactions and Physical Simulations (pp. 125-134) https://doi.org/10.2312/PE/vriphys/vriphys10/125-134