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Controlling Agents in High-Density Crowd Simulation

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Uploaded by on Mar 29, 2008

N. Pelechano, J. Allbeck and N. Badler

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 conservative in the range of human motion possible (agents lack psychological
state and aren't allowed to 'push' each other). Our HiDAC system (for High-Density Autonomous Crowds)
focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a
natural manner within dynamically changing virtual environments. By applying a combination of
psychological and geometrical rules with a social and physical forces model, HiDAC exhibits a wide variety
of emergent behaviors from agent line formation to pushing behavior and its consequences; relative to the
current situation, personalities of the individuals and perceived social density.

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Science & Technology

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Top Comments

  • That must have a lot of potential for designing good evacuation flow in new building designs!

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  • You are very smart people. Thank you for uploading.

  • 0:40 (the guy with brown hair right in front of the door) "DID YOU JUST CUT ME?"

    Das tight though. I would love to see this kind of thing integrated with a 3D program like blender, since it's open source.

  • I love the "fallen agent". It made me laugh.

  • Excellent. Did this render in real time? If so, how did you handle collision detection? Is it brute force?

    I would suggest implementing bullies: some of the agents are impatient, and assertive in that they try to push others out of the way. It would be interesting to see how the presence of asuch agents would affect the overal efficiency of a group evacuation.

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