Difference between revisions of "Crowd simulation"

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(Created page with "Crowd simulation is the process of simulating the movement of a large number of entities or characters; this technique is now commonly used in 3D computer graphics for film. W...")
 
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=Methods=
 
=Methods=
*[Real-time crowd], E.G: NHL 2017
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==[[Path finding algorithms in crow simulation]]==
*[Path finding algorithms in crow simulation
 
 
 
 
*[[Graph search]]
 
*[[Graph search]]
 
*[[Potential Field algorithm]] (low computational cost)
 
*[[Potential Field algorithm]] (low computational cost)

Revision as of 16:55, 21 October 2016

Crowd simulation is the process of simulating the movement of a large number of entities or characters; this technique is now commonly used in 3D computer graphics for film. While simulating crowds, observed human behavior and interactions are taken into account to replicate collective behavior. It is a method of creating virtual cinematography.

The need for crowd simulation arises when a scene calls for more characters than can be practically animated using conventional systems, such as skeletons/bones. Simulating crowds offer the advantages of being cost effective as well as allow for total control of each simulated character or agent.

Methods

Path finding algorithms in crow simulation

*Graph search *Potential Field algorithm (low computational cost) *combined potential field *Flow field pathfinding algorithm *Influencec Maps (Pathfinding Algorithm) *Pherormone Gradient, Deposition and difusion; *Can be a graph, mesh, etc. *search for video: 'The core meachnics of influence mapping' *Collaborative deffusion (Repenning) *Continuum Crowds (Popovic et al.) * Functional Crowds Crowds habiting spaces;