Crowd Art: Density and Flow Based Crowd Motion Design

Kevin Jordao 1 Panayiotis Charalambous 1 Marc Christie 1 Julien Pettré 1 Marie-Paule Cani 2
1 MIMETIC - Analysis-Synthesis Approach for Virtual Human Simulation
IRISA-D6 - MEDIA ET INTERACTIONS, Inria Rennes – Bretagne Atlantique , UR2 - Université de Rennes 2
2 IMAGINE - Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
Abstract : Artists, animation and game designers are in demand for solutions to easily populate large virtual environments with crowds that satisfy desired visual features. This paper presents a method to intuitively populate virtual environments by specifying two key features: localized density, being the amount of agents per unit of surface, and localized flow, being the direction in which agents move through a unit of surface. The technique we propose is also time-independant, meaning that whatever the time in the animation, the resulting crowd satisfies both features. To achieve this, our approach relies on the Crowd Patches model. After discretizing the environment into regular patches and creating a graph that links these patches, an iterative optimization process computes the local changes to apply on each patch (increasing/reducing the number of agents in each patch, updating the directions of agents in the patch) in order to satisfy overall density and flow constraints. A specific stage is then introduced after each iteration to avoid the creation of local loops by using a global pathfinding process. As a result, the method has the capacity of generating large realistic crowds in minutes that endlessly satisfy both user specified densities and flow directions, and is robust to contradictory inputs. At last, to ease the design the method is implemented in an artist-driven tool through a painting interface.
Type de document :
Communication dans un congrès
8th ACM SIGGRAPH Conference on Motion in Games, MIG '15, Nov 2015, Paris, France. ACM, pp. 167-176, 〈10.1145/2822013.2822023〉
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Soumis le : vendredi 11 décembre 2015 - 15:09:35
Dernière modification le : mercredi 16 mai 2018 - 11:23:34
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Kevin Jordao, Panayiotis Charalambous, Marc Christie, Julien Pettré, Marie-Paule Cani. Crowd Art: Density and Flow Based Crowd Motion Design. 8th ACM SIGGRAPH Conference on Motion in Games, MIG '15, Nov 2015, Paris, France. ACM, pp. 167-176, 〈10.1145/2822013.2822023〉. 〈hal-01213887〉

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