A Comparative Study of k-Nearest Neighbour Techniques in Crowd Simulation

Publication date

2017-04-21

Authors

Vermeulen, Jordi L.ISNI 000000049279613X
Hillebrand, ArneISNI 0000000493258544
Geraerts, RolandISNI 0000000390828735

Editors

Advisors

Supervisors

Document Type

Article
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License

taverne

Abstract

The k-nearest neighbour (kNN) problem appears in many different fields of computer science, such as computer animation and robotics. In crowd simulation, kNN queries are typically used by a collision-avoidance method to prevent unnecessary computations. Many different methods for finding these neighbours exist, but it is unclear which will work best in crowd simulations, an application which is characterised by low dimensionality and frequent change of the data points. We therefore compare several data structures for performing kNN queries. We find that the nanoflann implementation of a k-d tree offers the best performance by far on many different scenarios, processing 100,000 agents in about 35 milliseconds on a fast consumer PC.

Keywords

comparative study, crowd simulation, nearest neighbours, computer animation, data points, Taverne

Citation

Vermeulen, J, Hillebrand, A & Geraerts, R J 2017, 'A Comparative Study of k-Nearest Neighbour Techniques in Crowd Simulation', Computer Animation and Virtual Worlds, vol. 28, no. 3-4, E1775. https://doi.org/10.1002/cav.1775