Crowd patches: populating large-scale virtual environments for real-time applications

Crowd patches: populating large-scale virtual environments for real-time applications
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DOI:
10.1145/1507149.1507184
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发表时间:
2009-02
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通讯作者:
Barbara Yersin;Jonathan Maïm;J. Pettré;D. Thalmann
Barbara Yersin;Jonathan Maïm;J. Pettré;D. Thalmann
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其他
文献类型:
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作者:
Barbara Yersin;Jonathan Maïm;J. Pettré;D. Thalmann

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用大量人群填充虚拟环境(VE)是一个多年来一直在解决的问题。已经提出了解决方案,以提供现实的轨迹以及互动性,但在人口密度方面的环境方面仍然存在限制。在本文中,我们扩展了运动面片的概念[Lee et al.2006]人口稠密的大环境。我们从一组包含预先计算的局部人群模拟的块构建种群。每个块都称为群组面片。我们解决了计算补丁、组装补丁以创建VE以及控制其内容以满足设计者需求的问题。我们的主要贡献是大幅降低了在运行时模拟虚拟人群的计算需求。因此,我们可以在大规模环境中处理人口稠密的问题,到目前为止还没有达到过这样的效果。我们的结果显示了一个潜在的无限城市的实时人口,现实的和不同的人群相互作用和他们的环境。我们讨论了所提出的解决方案的优点和缺点,以及它在未来可能的改进。
Populating virtual environments (VEs) with large crowds is a subject that has been tackled for several years. Solutions have been proposed to offer realistic trajectories as well as interactivity, but limitations remain on the environment dimensions with respect to population density. In this paper, we extend the concept of motion patches [Lee et al. 2006] to densely populate large environments. We build a population from a set of blocks containing a pre-computed local crowd simulation. Each block is called a crowd patch. We address the problem of computing patches, assembling them to create VEs, and controlling their content to answer designers' needs. Our major contribution is to provide a drastic lowering of computation needs for simulating a virtual crowd at run-time. We can thus handle dense populations in large-scale environments with performances never reached so far. Our results illustrate the real-time population of a potentially infinite city with realistic and varied crowds interacting with each other and their environment. We discuss the advantages and drawbacks of the proposed solution, and its possible improvements in the future.