Crowd Simulation
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Recent papers in Crowd Simulation
There are many architectural design parameters for public transport stations which include urban and station level studies. Each station must be designed in accordance with the basic passenger requirements such as accessibility, safety,... more
In this paper we model pedestrian flows evacuating a narrow corridor through an exit by a one-dimensional hyperbolic conservation law with a non-local constraint. Existence and stability results for the Cauchy problem with Lipschitz... more
For the past two decades, historians and archaeologists have reconstructed heritage sites using computer-generated graphics in three dimensions, a technique known as “virtual archaeology.” Early research focused merely on displaying... more
Simulation and visualization of emergent crowd in real-time is a computationally intensive task. This intensity mostly comes from the O(n 2 ) complexity of the traversal algorithm, necessary for the proximity queries of all pair of... more
Real-time crowd simulation for virtual environment applications requires not only navigation and locomotion in large environments while avoiding obstacles and agents, but also rendering high quality 3D fully articulated figures to enhance... more
A quantitative investigation of the crowd size at the August 1819 Peterloo rally in Manchester using modern mapping techniques including google earth, along with techniques used today by event organisers and police.
Abstract: Fatal crush conditions occur in crowds with tragic frequency. Event organisers and architects are often criticised for failing to consider the causes and implications of crush, but the reality is that the prediction and... more
There are many architectural design parameters for public transport stations which include urban and station level studies. Each station must be designed in accordance with the basic passenger requirements such as accessibility, safety,... more
Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation controls) or are... more
In order to create plausible virtual humans it is important to model their movement and interactions with their environment in an accurate and realistic manner. A lot of time and effort is spent by artists and engineers modeling user... more
Literature on the modeling and simulation of complex adaptive systems (cas) has primarily advanced vertically in different scientific domains with scientists developing a variety of domain-specific approaches and applications. However,... more
Tel 028 9023 8451 Fax 028 9023 5401 Published with the permission of the Cabinet Office on behalf of the Controller of Her Majesty's Stationery Office.
Motion planning for multiple entities or a crowd is a challenging problem in today's virtual environments. We describe in this paper a system designed to simulate pedestrian behaviour in crowds in real time, concentrating particularly on... more
Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Approaches that reduce... more
This paper situates contemporary social scientific studies of crowd events and crowd behaviour in their historical and ideological context. The original ‘crowd science’ developed from definitions of ‘social problems’ that emerged in the... more
Tel 028 9023 8451 Fax 028 9023 5401 Published with the permission of the Cabinet Office on behalf of the Controller of Her Majesty's Stationery Office.
Recent advances in crowd simulation techniques have led to realistic agent and group behavior through elaborate behavioral models, complex motion planning algorithms and impressive physics systems. As many crowd simulation solutions... more
Creating convincing inhabited virtual environments not only requires suitable modelling, but it also relies on sound evaluation methodologies. In this paper, we provide an overview of our preliminary work towards creating and evaluating... more
As our cities become denser and host larger gathering events, the need for scientific and computational approaches to crowd management increases. Today, our cities must cater to activities and places that involve massive crowds such as... more
Stadiums constitute distinctive characteristics taking its source from several factors such as influence of crowd size, crowd motion and slenderness of the structure. Although many of the existing codes and guidance are being applied... more
Digital representations of the urban environment have constantly increased their complexity: starting from fixed chunks of 2D segment depicting the building base to complex data-sets comprising several layer of information such as... more
In motion picture movies, large crowds of computer-generated characters are usually included to produce battle scenes of epic proportions. In video games, it is common to find crowds that conform armies controlled by users (or AI) in... more
Building evacuation simulation provides designers with an efficient way of testing the safety of a building before construction. A significant number of models have been developed in a variety of disciplines (computer graphics, robotics,... more
This paper highlights the growing need for a realistic crowd simulation in the design of large venues such as concert halls and stadia. A discrete element method (DEM) technique for modelling crowd dynamics has been developed that... more
The simulation of human massive crowds play an important role in real-time application such as games and walkthrough system. This kind of applications can provide an immersive feeling of life into the static scene and enhance the reality... more
Crowds of noncombatants play a large and increasingly recognized role in modern military operations and often create substantial difficulties for the combatant forces involved. However, realistic models of crowds are essentially absent... more
In the year 1999 the world population reached 6 billion, doubling the previous census estimate of 1960. Recently, the United States Census Bureau issued a revised forecast for world population showing a projected growth to 9.4 billion by... more
Object tracking typically relies on a dynamic model to predict the object's location from its past trajectory. In crowded scenarios a strong dynamic model is particularly important, because more accurate predictions allow for smaller... more
We present a new algorithm for simulating large-scale crowds at interactive rates based on the Principle of Least Effort. Our approach uses an optimization method to compute a biomechanically energy-efficient, collision-free trajectory... more
There are many architectural design parameters for public transport stations which include urban and station level studies. Each station must be designed in accordance with the basic passenger requirements such as accessibility, safety,... more
Modeling and simulation is useful for analyzing the employment of non-lethal weapons (NLW) in military engagements and Operations Other Than War (OOTW). A government-industry cooperative effort modified and enhanced a version of the... more
Crowd Simulation and Visualization are an important aspect of many applications such as Movies, Games and Virtual Reality simulations. The advantage with crowd rendering in movies is that the entire rendering process can be done off-line.... more
As a collective and highly dynamic social group, human crowd is a fascinating phenomenon which has been constantly concerned by experts from various areas. Recently, computer-based modeling and simulation technologies have emerged to... more
Crowdsourcing is rapidly evolving and applied in situations where ideas, labour, opinion or expertise of large groups of people are used. Crowdsourcing is now used in various policy-making initiatives; however, this use has usually... more
This paper presents an overview of crowd simulation models, their limitations, and an alternative agentbased approch. First we introduce several methods and then we focus on two widely used and validated simulation tools that use... more
Word Count: 4382 (excluding references) + (7 figures + 3 tables) × 250 = 6882
This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These “steering behaviors” are largely independent of... more
M any applications can benefit from animated virtual crowds. These applications include site planning, education, entertainment, training, and human factors analysis for building evacuation, or other scenarios where masses of people... more