International audienceIn games, entertainment, medical and architectural applications , the creation of populated virtual city environments has recently become widespread. In this paper we want to provide a technique that allows the simulation of up to 10,000 pedestrians walking in real-time. Simulation for such environments is difficult as a trade off needs to be found between realism and real-time simulation. This paper presents a pedestrian crowd simulation method aiming at improving the local and global reactions of the pedestrians. The method uses a subdivision of space into a 2D grid for pedestrian-to-pedestrian collision avoidance, while assigning goals to pedestrians to make their trajectories smoother and coherent. Goals are comput...
This paper investigates a new method to simulate pedestrian crowd movement in a large and complex vi...
A first-principles model for the simulation of pedestrian flows and crowd dynamics capable of comput...
Pedestrian crowds often have been modeled as many-particle system including microscopic multi-agent ...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
Abstract—This paper deals with the implementation details and results of simulating a city populated...
We propose a new method for simulating pedestrian crowd movement in a virtual environment. A crowd c...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Distributing a collection of virtual humans throughout a large urban environment, where limited sema...
International audienceWe describe a method for populating large virtual environments with crowds of ...
Populating an urban environment realistically with thousands of virtual humans is a challenging ende...
In this paper, we addresses the development of agent-based model for real-time simulation of large s...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...
Over the past few years, crowd simulation has been an active research field with an increasing atten...
This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. I...
This paper investigates a new method to simulate pedestrian crowd movement in a large and complex vi...
A first-principles model for the simulation of pedestrian flows and crowd dynamics capable of comput...
Pedestrian crowds often have been modeled as many-particle system including microscopic multi-agent ...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
Abstract—This paper deals with the implementation details and results of simulating a city populated...
We propose a new method for simulating pedestrian crowd movement in a virtual environment. A crowd c...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Distributing a collection of virtual humans throughout a large urban environment, where limited sema...
International audienceWe describe a method for populating large virtual environments with crowds of ...
Populating an urban environment realistically with thousands of virtual humans is a challenging ende...
In this paper, we addresses the development of agent-based model for real-time simulation of large s...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...
Over the past few years, crowd simulation has been an active research field with an increasing atten...
This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. I...
This paper investigates a new method to simulate pedestrian crowd movement in a large and complex vi...
A first-principles model for the simulation of pedestrian flows and crowd dynamics capable of comput...
Pedestrian crowds often have been modeled as many-particle system including microscopic multi-agent ...