Abstract

AbstractThis paper proposes a new algorithm to produce globally coordinated crowds in an environment with multiple paths and obstacles. Simple greedy crowd control methods easily lead to congestion at bottlenecks within scenes, as the characters do not cooperate with one another. In computer animation, this problem degrades crowd quality especially when ordered behaviour is needed, such as soldiers marching towards a castle. Similarly, in applications such as real‐time strategy games, this often causes player frustration, as the crowd will not move as efficiently as it should. Also, planning of building would usually require visualization of ordered evacuation to maximize the flow. Planning such globally coordinated crowd movement is usually labour intensive. Here, we propose a simple solution that is easy to use and efficient in computation. First, we compute the harmonic field of the environment, taking into account the starting points, goals and obstacles. Based on the field, we represent the topology of the environment using a Reeb Graph, and calculate the maximum capacity for each path in the graph. With the harmonic field and the Reeb Graph, path planning of crowd can be performed using a lightweight algorithm, such that any blocking of one another's paths is minimized. Comparing to previous methods, our system can synthesize globally coordinated crowd with smooth and efficient movement. It also enables control of the crowd with high‐level parameters such as the degree of cooperation and congestion. Finally, the method is scalable to thousands of characters with minimal impact to computation time. It is best applied in interactive crowd synthesis systems such as animation designs and real‐time strategy games.

Highlights

  • Synthesizing globally coordinated crowd behaviour is a challenging but highly demanded problem in computer animation, computer games and evacuation planning

  • We propose a field-based crowd control method that coordinates characters globally such that congestion, queueing and slowly moving characters are kept at a minimum

  • We propose a new path planning mechanism for characters on top of the framework in [BCK13]

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Summary

Introduction

Synthesizing globally coordinated crowd behaviour is a challenging but highly demanded problem in computer animation, computer games and evacuation planning. In contrast to previous approaches, our method focuses on finding the capacity of the scene, that is, the maximum number of characters that can move through each path without causing congestion at any bottlenecks. With such information, the trajectories of the characters can be synthesized using a lightweight algorithm. Due to the use of Reeb Graphs to represent the capacity of the scene, our method can efficiently synthesize different crowd behaviours based on the degree of crowd cooperation and congestion. Being a field-based approach, our system is computationally efficient and is scalable to large crowds It can simulate the movement of thousands of characters with minimal computational cost. The cooperation value determines if characters will take longer paths to facilitate overall crowd efficiency, while the congestion value defines the path capacity that is acceptable to the characters

Related Work
Agent-based crowd synthesis
Field-based crowd synthesis
Crowd control interfaces
Topology analysis
Methodology Overview
Topological Scene Analysis
Harmonic fields
Crowd-flow graph
Guide lines
Creating the Reeb Graph
Computing the capacity of the graph
Computing max-flow of the graph
Character Path Planning
Logical route creation
Geometric paths creation
Run-time character control
User Controls
Cooperation control
Congestion control
Experimental Results
Scenarios simulation
Comparison with other methods
Simulation quality and computation time trade-off
Discussions
Conclusion and Future Work
Limitations
Full Text
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