CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
Sébastien Paris, Anton Gerdelan, Carol O'Sullivan
Motion in Games, November 2009, pp. 13--28.
Abstract: The new wave of computer-driven entertainment technology throws audiences and game players into massive virtual worlds where entire cities are rendered in real time. Computer animated characters run through inner-city streets teeming with pedestrians, all fully rendered with 3D graphics, animations, particle effects and linked to 3D sound effects to produce more realistic and immersive computer-hosted entertainment experiences than ever before. Computing all of this detail at once is enormously computationally expensive, and game designers as a rule, have sacrificed the behavioural realism in favour of better graphics. In this paper we propose a new Collision Avoidance Level of Detail (CA-LOD) algorithm that allows games to support huge crowds in real time with the appearance of more intelligent behaviour. We propose two collision avoidance models used for two different CA-LODs: a fuzzy steering focusing on the performances, and a geometric steering to obtain the best realism. Mixing these approaches allows to obtain thousands of autonomous characters in real time, resulting in a scalable but still controllable crowd.
Article URL: http://dx.doi.org/10.1007/978-3-642-10347-6_2
BibTeX format:
@incollection{Paris:2009:CCA,
  author = {Sébastien Paris and Anton Gerdelan and Carol O'Sullivan},
  title = {CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds},
  booktitle = {Motion in Games},
  pages = {13--28},
  month = nov,
  year = {2009},
}
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