Realistic Crowd Simulation with Density-Based Path Planning
Publication date
2012
Editors
Iosup, A.
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Abstract
Virtual characters in games and simulations often need to plan visually convincing paths through a crowded environment. This paper describes how crowd density information can be used to guide a large number of characters through a crowded environment. Crowd density information helps characters avoid congested routes that could lead to tra ffic jams. It also encourages characters to use a wide variety of routes to reach their destination. Our technique measures the desirability of a route by combining distance information with crowd density information. We start by building a navigation mesh for the walkable regions in a polygonal 2D or multi-layered 3D environment. The skeleton of this navigation mesh is the medial axis. Each walkable region in the navigation mesh maintains an up-to-date density value, given by the fraction of the area that is being occupied by characters. These density values are mapped onto the medial axis to form a weighted graph. An A* search on this graph yields a backbone path for each character, and forces are used to guide the characters through the weighted environment. The characters periodically re-plan their routes as the density values are updated. Our experiments show that we can compute congestion-avoiding paths for tens of thousands of characters in real-time.
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van Toll, W G, Cook IV, A F & Geraerts, R J 2012, Realistic Crowd Simulation with Density-Based Path Planning. in A Iosup (ed.), Advanced School for Computing and Imaging (ASCI) - ICT.OPEN. Rotterdam, pp. 3-9. < http://www.cs.uu.nl/~roland/motion_planning/real-time_density-based_crowd_simulation.html >