Deformable polygonal agents in crowd simulation
Thomas Pitiot, David Cazier, Thomas Jund, Arash Habibi, Pierre Kraemer
In Computer Animation and Virtual Worlds, 25(3-4), 2014.
Abstract: To produce impressive virtual worlds, real-time crowd simulations require large and detailed scenes populated by agents with complex shapes and geometry. For efficiency reasons, these agents are usually approximated by point-like representations to optimize the performances of collision avoidance and interactions between agents. This paper addresses the issue of handling deformable polygonal agents with arbitrary shapes in real time crowd simulations. The proposed multiresolution framework supports environments with arbitrary topologies and provides tools for efficient proximity queries.
Keyword(s): crowd simulation, collision detection, virtual worlds, deformable entities, particle tracking
Article URL: http://dx.doi.org/10.1002/cav.1581
BibTeX format:
@article{Pitiot:2014:DPA,
  author = {Thomas Pitiot and David Cazier and Thomas Jund and Arash Habibi and Pierre Kraemer},
  title = {Deformable polygonal agents in crowd simulation},
  journal = {Computer Animation and Virtual Worlds},
  volume = {25},
  number = {3-4},
  pages = {341--350},
  year = {2014},
}
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