Abstract
Finding collision-free paths for crowd simulation has been a core technique in video games and the film industry; it has drawn a great deal of attention from computer animation researchers for several decades. Additionally, theoretical modeling of pedestrian has been a hot topic in physics as well because it allows us to predict any architectural failure of buildings and many city planning problems. However, the existing studies for path planning cannot guarantee the arrival order, which is critical in many cases, such as arrival symmetry of the characters within video games or films. To resolve this issue, a path planning algorithm has been developed with a novel method for satisfying the arrival-order constraints. The time constraint we suggest is the temporal duration for each character, specifying the order in which they arrive at their target positions. In addition to the algorithm that guarantees the arrival order of objects, a new user interface is suggested for setting up the arrival order. Through several experiments, the proposed algorithm was verified, and can successfully find collision-free paths, while satisfying the time constraint set by the new user interface. Given the available literature, the suggested algorithm and the interface are the first that support arrival order, and their usability is proven by user studies.
Highlights
Crowd simulation has been one of the core techniques in many industries including entertainment, transportation and architecture for many years
The suggested algorithm and the interface are the first that support arrival order, and their usability is proven by user studies
One of the most popular methods is the velocity obstacles (VO) method. It can predict where the other moving objects might be in the future within the pre-defined time duration by extrapolating their velocities; collisions are avoided [1]. These methods formulate a set of collision regions in the velocity domain from all neighboring characters and static obstacles at each time frame and use an optimization technique to find an optimal velocity that is as close as possible to the preferred velocity and does not intersect with the collision region
Summary
Crowd simulation has been one of the core techniques in many industries including entertainment, transportation and architecture for many years. Computer games and feature films have many scenes where numerous agents move together To create those crowd scenes, we need a technique to obtain collision-free paths for each individual. To meet the time constraints, we put a velocity-adjustment layer on top of the existing ORCA method This layer adjusts the velocities of all agents so that they arrive at their target positions in a particular order. The original ORCA algorithm creates collision-free paths for multiple agents, it cannot be used to control their relative arrival times. That is, it cannot control the order in which the agents arrive. The terms “crowds” and “multi-agents” are used interchangeably
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