Abstract

This paper presents a parallel real‐time crowd simulation method based on a hierarchical environmental model. A dynamical model of the complex environment should be constructed to simulate the state transition and propagation of individual motions. By modeling of a virtual environment where virtual crowds reside, we employ different parallel methods on a topological layer, a path layer and a perceptual layer. We propose a parallel motion path matching method based on the path layer and a parallel crowd simulation method based on the perceptual layer. The large‐scale real‐time crowd simulation becomes possible with these methods. Numerical experiments are carried out to demonstrate the methods and results.

Highlights

  • Real-time crowd simulation is one of the important research directions 1, 2 in computer games, movies, and virtual reality

  • Based on the multi-level environment, the topology layer, path layer, and perception layer employ different parallel algorithms to speed up real-time crowd simulation, respectively, as shown in Figure 1 left panel

  • Through the proposed parallel algorithms in this paper, we achieve a completely parallel real-time crowd simulation based on a hierarchy environmental model, making topology

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Summary

Introduction

Real-time crowd simulation is one of the important research directions 1, 2 in computer games, movies, and virtual reality. There have existed some parallel methods 5 , which can fast compute a scene path map based on the topology layer. They lacked parallel methods to accelerate real-time crowd simulation based on the path layer and the perception layer. We found that single agent status updates only need to consider it within a limited range state of the world Based on this observation, we designed a parallel crowd simulation method, employing a parallel update strategy and dividing the scene into bins each bin is a square area; agents are distributed among all bins ; we determined the scope of each agent. This paper presents parallel real-time crowd simulation algorithms based on a hierarchy environmental model and fully taps the multilevel environmental model in the parallelism, making the simulation of large-scale real-time crowds possible

Related Work
Overview
Motion State Machine
Motion Path Parameterization
Extraction of Motion Segments
Scene Segmentation
Nearest Neighbor Query
Parallel Real-Time Crowd Simulation
Experimental Results
Discussion
Full Text
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