Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environments. We describe in this paper a system designed to simulate pedestrian behaviour in crowds in real time, concentrat-ing particularly on collision avoidance. On-line planning is also referred to as the navigation problem. Additional difficulties in approaching navigation problem are that some environments are dynamic. In our model we adopted a popular methodology in computer games, namely A ∗ algorithm to find the first itinerary of each entity. The idea behind A ∗ is to look for the shortest possible routes to the destination, not through exploring exhaustively all possible combinations, but utilizing all possible directions at any given p...
This paper presents a solution to interactive navigation planning and real-time simulation of a very...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
International audienceThis paper presents a solution to interactive navigation planning and real-tim...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...
Virtual worlds, to become more lively and appealing, are typically populated by large crowds of virt...
Virtual worlds, to become more lively and appealing, are typically populated by large crowds of virt...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
Creating complex and realistic crowd behaviors, such as pedestrian navigation behavior with dynamic ...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
International audienceIn games, entertainment, medical and architectural applications , the creation...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
This paper proposes a rule-based motion planning system for agent-based crowd simulation, consisting...
This paper proposes a rule-based motion planning system for agent-based crowd simulation, consisting...
Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstac...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
This paper presents a solution to interactive navigation planning and real-time simulation of a very...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
International audienceThis paper presents a solution to interactive navigation planning and real-tim...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...
Virtual worlds, to become more lively and appealing, are typically populated by large crowds of virt...
Virtual worlds, to become more lively and appealing, are typically populated by large crowds of virt...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
Creating complex and realistic crowd behaviors, such as pedestrian navigation behavior with dynamic ...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
International audienceIn games, entertainment, medical and architectural applications , the creation...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
This paper proposes a rule-based motion planning system for agent-based crowd simulation, consisting...
This paper proposes a rule-based motion planning system for agent-based crowd simulation, consisting...
Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstac...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
This paper presents a solution to interactive navigation planning and real-time simulation of a very...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
International audienceThis paper presents a solution to interactive navigation planning and real-tim...