Pedestrians implicitly cooperate by forming lanes inside dense crowd in order to facilitate flow and prevent complete passage blocking. Our aim is to re-enforce this self-organization phenomenon in dense crowd for the purpose of virtual crowd animation and navigation simplification. The mechanism of a flow grid is introduced to measure flow over an area. The flow grid is a perception mechanism of the surrounding area and favors dynamic lane formation (streams). It provides feedback to the navigation algorithm of the avatars, to enable them to choose a route that both meets their goal (wanted direction) and a trajectory that assists in self-organization of the crowd. A very simplified yet fairly effective navigation method suitable for dense...
International audienceIn games, entertainment, medical and architectural applications , the creation...
The degrees of freedom of a crowd is much higher than that provided by a standard user input device....
Path planning and crowd simulation are important computational tasks in computer games and applicati...
Pedestrians implicitly cooperate by forming lanes inside dense crowd in order to facilitate flow and...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...
Figure 1: Animations resulting from our simulations. Emergent self-organized patterns appear in real...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstac...
International audienceThe navigation activity is an every day practice for any human being capable o...
Abstract—The degrees of freedom of a crowd is much higher than that provided by a standard user inpu...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Virtual worlds, to become more lively and appealing, are typically populated by large crowds of virt...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
The navigation activity is an every day practice for any human being capable of locomotion. Our obje...
International audienceIn games, entertainment, medical and architectural applications , the creation...
The degrees of freedom of a crowd is much higher than that provided by a standard user input device....
Path planning and crowd simulation are important computational tasks in computer games and applicati...
Pedestrians implicitly cooperate by forming lanes inside dense crowd in order to facilitate flow and...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...
Figure 1: Animations resulting from our simulations. Emergent self-organized patterns appear in real...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstac...
International audienceThe navigation activity is an every day practice for any human being capable o...
Abstract—The degrees of freedom of a crowd is much higher than that provided by a standard user inpu...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Virtual worlds, to become more lively and appealing, are typically populated by large crowds of virt...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
The navigation activity is an every day practice for any human being capable of locomotion. Our obje...
International audienceIn games, entertainment, medical and architectural applications , the creation...
The degrees of freedom of a crowd is much higher than that provided by a standard user input device....
Path planning and crowd simulation are important computational tasks in computer games and applicati...