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ABSTRACT
Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation controls) or are conservative in the range of human motion possible (agents lack psychological state and aren't allowed to 'push' each other). Our HiDAC system (for High-Density Autonomous Crowds) focuses on the problem of simulating the local motion and global wayfinding behaviors of crowds moving in a natural manner within dynamically changing virtual environments. By applying a combination of psychological and geometrical rules with a social and physical forces model, HiDAC exhibits a wide variety of emergent behaviors from agent line formation to pushing behavior and its consequences; relative to the current situation, personalities of the individuals and perceived social density.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 2
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Ben Sunshine-Hill , Jan Allbeck , Nuria Pelechano , Norm Badler, Generating plausible individual agent movements from spatio-temporal occupancy data, Proceedings of the 2007 workshop on Massive datasets, p.5-7, November 15-15, 2007, Nagoya, Japan
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Jur van den Berg , Sachin Patil , Jason Sewall , Dinesh Manocha , Ming Lin, Interactive navigation of multiple agents in crowded environments, Proceedings of the 2008 symposium on Interactive 3D graphics and games, February 15-17, 2008, Redwood City, California
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