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Titolo:
Hierarchical model for real time simulation of virtual human crowds
Autore:
Musse, SR; Thalmann, D;
Indirizzi:
Univ Vale Rio Sinos, UNISINOS, BR-93022000 Rio Grande Do Sul, Brazil Univ Vale Rio Sinos Rio Grande Do Sul Brazil BR-93022000 BCo Sul, Brazil Swiss Fed Inst Technol, EPFL, Comp Graph Lab, DI,LIG, CH-1015 Lausanne, Switzerland Swiss Fed Inst Technol Lausanne Switzerland CH-1015 ausanne, Switzerland
Titolo Testata:
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
fascicolo: 2, volume: 7, anno: 2001,
pagine: 152 - 164
SICI:
1077-2626(200104/06)7:2<152:HMFRTS>2.0.ZU;2-6
Fonte:
ISI
Lingua:
ENG
Soggetto:
SYSTEMS;
Keywords:
crowd motion; degrees of autonomy; reactive behaviors; behavioral animation; synthetic autonomous agents; virtual human crowds;
Tipo documento:
Article
Natura:
Periodico
Settore Disciplinare:
Engineering, Computing & Technology
Citazioni:
24
Recensione:
Indirizzi per estratti:
Indirizzo: Musse, SR Univ Vale Rio Sinos, UNISINOS, Av Unisinos 950, BR-93022000 Rio Grande Do Sul, Brazil Univ Vale Rio Sinos Av Unisinos 950 Rio Grande Do Sul Brazil BR-93022000 BC
Citazione:
S.R. Musse e D. Thalmann, "Hierarchical model for real time simulation of virtual human crowds", IEEE VIS C, 7(2), 2001, pp. 152-164

Abstract

This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups, and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This autonomy refers to the extent to which thevirtual agents are independent of user intervention and also the amount ofinformation needed to simulate crowds. Thus, depending on the complexity of the simulation, simple behaviors can be sufficient to simulate crowds. Otherwise, more complicated behavioral rules can be necessary and, in this case, it can be included in the simulation data in order to improve the realism of the animation. We present three different ways for controlling crowd behaviors: 1) by using innate and scripted behaviors, 2) by defining behavioral rules, using events and reactions, and 3) by providing an external control to guide crowd behaviors in real time. The two main contributions of our approach are: the possibility of increasing the complexity of group/agent behaviors according to the problem to be simulated and the hierarchical structure based on groups to compose a crowd.

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Documento generato il 14/07/20 alle ore 12:50:31