Crowd art: density and flow based crowd motion design
Kevin Jordao, Panayiotis Charalambous, Marc Christie, Julien Pettre, Marie-Paule Cani
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015, pp. 167--176.
Abstract: Artists, animation and game designers are in demand for solutions to easily populate large virtual environments with crowds that satisfy desired visual features. This paper presents a method to intuitively populate virtual environments by specifying two key features: localized density, being the amount of agents per unit of surface, and localized flow, being the direction in which agents move through a unit of surface. The technique we propose is also time-independant, meaning that whatever the time in the animation, the resulting crowd satisfies both features. To achieve this, our approach relies on the Crowd Patches model. After discretizing the environment into regular patches and creating a graph that links these patches, an iterative optimization process computes the local changes to apply on each patch (increasing/reducing the number of agents in each patch, updating the directions of agents in the patch) in order to satisfy overall density and flow constraints. A specific stage is then introduced after each iteration to avoid the creation of local loops by using a global pathfinding process. As a result, the method has the capacity of generating large realistic crowds in minutes that endlessly satisfy both user specified densities and flow directions, and is robust to contradictory inputs. At last, to ease the design the method is implemented in an artist-driven tool through a painting interface.
@inproceedings{10.1145-2822013.2822023,
author = {Kevin Jordao and Panayiotis Charalambous and Marc Christie and Julien Pettre and Marie-Paule Cani},
title = {Crowd art: density and flow based crowd motion design},
booktitle = {Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games},
pages = {167--176},
year = {2015},
}
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