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Crowd Art: Density and Flow Based Crowd Motion Design
- Source :
- 8th ACM SIGGRAPH Conference on Motion in Games, MIG '15, 8th ACM SIGGRAPH Conference on Motion in Games, MIG '15, Nov 2015, Paris, France. pp. 167-176, ⟨10.1145/2822013.2822023⟩, MIG
- Publication Year :
- 2015
- Publisher :
- HAL CCSD, 2015.
-
Abstract
- International audience; Artists, animation and game designers are in demand for solutions to easily populate large virtual environments with crowds that satisfy desired visual features. This paper presents a method to intuitively populate virtual environments by specifying two key features: localized density, being the amount of agents per unit of surface, and localized flow, being the direction in which agents move through a unit of surface. The technique we propose is also time-independant, meaning that whatever the time in the animation, the resulting crowd satisfies both features. To achieve this, our approach relies on the Crowd Patches model. After discretizing the environment into regular patches and creating a graph that links these patches, an iterative optimization process computes the local changes to apply on each patch (increasing/reducing the number of agents in each patch, updating the directions of agents in the patch) in order to satisfy overall density and flow constraints. A specific stage is then introduced after each iteration to avoid the creation of local loops by using a global pathfinding process. As a result, the method has the capacity of generating large realistic crowds in minutes that endlessly satisfy both user specified densities and flow directions, and is robust to contradictory inputs. At last, to ease the design the method is implemented in an artist-driven tool through a painting interface.
- Subjects :
- Interface (Java)
Computer science
business.industry
Distributed computing
Process (computing)
crowd animation
020207 software engineering
02 engineering and technology
Animation
Motion graphic design
[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]
crowd design
Crowds
Flow (mathematics)
0202 electrical engineering, electronic engineering, information engineering
Graph (abstract data type)
020201 artificial intelligence & image processing
Computer vision
Artificial intelligence
Crowd simulation
business
crowd patches
[MATH.MATH-NA]Mathematics [math]/Numerical Analysis [math.NA]
Subjects
Details
- Language :
- English
- Database :
- OpenAIRE
- Journal :
- 8th ACM SIGGRAPH Conference on Motion in Games, MIG '15, 8th ACM SIGGRAPH Conference on Motion in Games, MIG '15, Nov 2015, Paris, France. pp. 167-176, ⟨10.1145/2822013.2822023⟩, MIG
- Accession number :
- edsair.doi.dedup.....b2f867f053e044b084c385ee2db557e5
- Full Text :
- https://doi.org/10.1145/2822013.2822023⟩