Projects per year
Abstract / Description of output
The degrees of freedom of a crowd is much higher than that provided by a standard user input device. Typically, crowd control systems require multiple passes to design crowd movements by specifying waypoints, and then defining character trajectories and crowd formation. Such multi-pass control would spoil the responsiveness and excitement of real-time control systems. In this paper, we propose a single-pass algorithm to control a crowd in complex environments. We observe that low level details in crowd movement are related to interactions between characters and the environment, such as diverging/merging at cross points, or climbing over obstacles. Therefore, we simplify the problem by representing the crowd with a deformable mesh, and allow the user, via multi-touch input, to specify high level movements and formations that are important for context delivery. To help prevent congestion, our system dynamically reassigns characters in the formation by employing a mass transport solver to minimise their overall movement. The solver uses a cost function to evaluate the impact from the environment, including obstacles and areas affecting movement speed. Experimental results show realistic crowd movement created with minimal high-level user inputs. Our algorithm is particularly useful for real-time applications including strategy games and interactive animation creation.
Original language | English |
---|---|
Pages (from-to) | 211-222 |
Number of pages | 12 |
Journal | IEEE Transactions on Visualization and Computer Graphics |
Volume | 20 |
Issue number | 2 |
Early online date | 16 Aug 2013 |
DOIs | |
Publication status | Published - Feb 2014 |
Fingerprint
Dive into the research topics of 'Interactive Formation Control in Complex Environments'. Together they form a unique fingerprint.Projects
- 1 Finished
-
Topology-based Motion Synthesis
Komura, T., Ramamoorthy, R. & Vijayakumar, S.
30/09/10 → 28/02/14
Project: Research