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Explore the algorithms and techniques for simulating behavioral crowds in computer animation. This includes applications in building evacuation, architecture evaluation, training and education, military scenarios, emergency response, historical recreations, and entertainment. Discover methods for modeling various activities such as walking, sitting, cheering, and milling about, as well as non-humanoid crowds. Learn about the different qualities of crowds, perception and navigation techniques, and how to handle panic and congestion. Compare to real-world situations and consider the use of data-driven crowds.
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Computer AnimationAlgorithms and Techniques Behavioral Animation: Crowds
Crowd Applications For evaluation Building evacuation Architecture evaluation - e.g. signage For training & education Military scenarios Emergency response Historical recreations For entertainment: e.g., background crowds games films - extras
Activities to be modeled walking - building corridor, pathways sitting in stadium cheering milling about - idle behavior, building lobby, train station non-humanoid crowds - e.g. cars, animals, insects
Crowd - wide range of viewing sparse crowd in open area viewed close up individual actions easily recognizable more modeling of individuals • • • dense crowd in constricted area viewed from a distance typical use in films - e.g. Saving Private Ryan, Titanic, LoR similar to flocking in extreme, similar to particle system
Qualities of crowd Homogenous v. heterogeneous Individual processing – amount of computation Actions – simple traversal, statistical action, intensions Physics - interacting with environment Intelligence - reasoning capability
Execution environment Real-time v. Off-line computation simple computations avoid n-squared algorithms size limited
Spatial organization Cellular decomposition: Regular 2D grid Adjacency accessible Density limited Cells define obstructions Continuous space: Step in any direction Need to decipher obstructions Perception needed
Perception Zonal approach – identify perceivable zones Synthetic vision? Memory modeling?
Navigation Fluid flow: density fields, potential functions Particle systems: Individual navigation Flocking systems: individual perception, navigation Rule-based Cognitive modeling Cellular automata
Panic & Congestion handling Personal space - situation dependent Packing people during evacuation Stairwell traversal Exit awareness Personalities - agressive, abling
Uniformity, granularity Background noise: Activity without intention Statistical behavior: On average, intentional activity Individuality: Believable activity at level of individual
Motion & Navigation Path planning Roadmaps Passing on pathways Potential fields
Structure in crowds Homogenous – no individuality Subgroups Group by belief systems A collection of Individuals – personality modeling
Penn Station See animations
Other topics Heterogeneous – pedestrians and cars Data driven crowds – image processing Comparison to real-world situations
Massive http://www.massivesoftware.com/ Commercial de facto standard See animation