Sketching for Real-time Control of Crowd Simulations
Abstract
Crowd simulations are used in various fields such as entertainment, training systems and city planning. However, controlling the behaviour of the pedestrians typically involves tuning of the system parameters through trial and error, a time-consuming process relying on knowledge of a potentially complex parameter set. This paper presents an interactive graphical approach to control the simulation by sketching in the simulation environment. The user is able to sketch obstacles to block pedestrians and lines to force pedestrians to follow a specific path, as well as define spawn and exit locations for pedestrians. The obstacles and lines modify the underlying navigation representation and pedestrian trajectories are recalculated in real time. The FLAMEGPU framework is used for the simulation and the game engine Unreal is used for visualisation. We demonstrate the effectiveness of the approach using a range of scenarios, producing interactive editing and frame rates for tens of thousands of pedestrians. A comparison with the commercial software MassMotion is also given.
BibTeX
@inproceedings {10.2312:cgvc.20171282,
booktitle = {Computer Graphics and Visual Computing (CGVC)},
editor = {Tao Ruan Wan and Franck Vidal},
title = {{Sketching for Real-time Control of Crowd Simulations}},
author = {Gonzalez, Luis Rene Montana and Maddock, Steve},
year = {2017},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-050-5},
DOI = {10.2312/cgvc.20171282}
}
booktitle = {Computer Graphics and Visual Computing (CGVC)},
editor = {Tao Ruan Wan and Franck Vidal},
title = {{Sketching for Real-time Control of Crowd Simulations}},
author = {Gonzalez, Luis Rene Montana and Maddock, Steve},
year = {2017},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-050-5},
DOI = {10.2312/cgvc.20171282}
}