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dc.contributor.authorGonzalez, Luis Rene Montanaen_US
dc.contributor.authorMaddock, Steveen_US
dc.contributor.editorTao Ruan Wan and Franck Vidalen_US
dc.date.accessioned2017-09-21T07:22:54Z
dc.date.available2017-09-21T07:22:54Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-050-5
dc.identifier.urihttp://dx.doi.org/10.2312/cgvc.20171282
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/cgvc20171282
dc.description.abstractCrowd 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.6 [Computer Graphics]
dc.subjectMethodology and Techniques
dc.subjectInteraction Techniques
dc.subject
dc.subjectI.3.7 [Computer Graphics]
dc.subjectThree Dimensional Graphics and Realism
dc.subjectAnimation
dc.subject
dc.subjectI.6.8 [Simulation and Modeling]
dc.subjectTypes of Simulation
dc.subjectVisual
dc.subjectH.5.2 [Information interfaces and presentation]
dc.subjectUser interfaces
dc.subjectGraphical user interface(GUI)
dc.titleSketching for Real-time Control of Crowd Simulationsen_US
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)
dc.description.sectionheadersColours and Bitmaps
dc.identifier.doi10.2312/cgvc.20171282
dc.identifier.pages81-88


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