Sketching for Real-time Control of Crowd Simulations (Unknown language)

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Crowd simulations are used in various fields such as entertainment, training systems and city planning. However, controlling the behaviour of the pedestrians typically involves tuning of the system parameters through trial and error, a time-consuming process relying on knowledge of a potentially complex parameter set. This paper presents an interactive graphical approach to control the simulation by sketching in the simulation environment. The user is able to sketch obstacles to block pedestrians and lines to force pedestrians to follow a specific path, as well as define spawn and exit locations for pedestrians. The obstacles and lines modify the underlying navigation representation and pedestrian trajectories are recalculated in real time. The FLAMEGPU framework is used for the simulation and the game engine Unreal is used for visualisation. We demonstrate the effectiveness of the approach using a range of scenarios, producing interactive editing and frame rates for tens of thousands of pedestrians. A comparison with the commercial software MassMotion is also given.

Table of contents conference proceedings

The table of contents of the conference proceedings is generated automatically, so it can be incomplete, although all articles are available in the TIB.

1
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19
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23
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29
Cartographic Treemaps for Visualization of Public Healthcare Data
Tong, Chao / Roberts, Richard / Laramee, Robert S. / Berridge, Damon / Thayer, Daniel | 2017
43
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53
Efficient Remote Rendering Using Equirectangular Projection
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61
gVirtualXRay: Virtual X-Ray Imaging Library on GPU
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69
Data Painter: A Tool for Colormap Interaction
Nagoor, Omniah H. / Borgo, Rita / Jones, Mark W. | 2017
77
Colored AA Bitmaps
Ahmed, Abdalla G. M. / Deussen, Oliver | 2017
81
Sketching for Real-time Control of Crowd Simulations
Gonzalez, Luis Rene Montana / Maddock, Steve | 2017
89
A User Study on Quantisation Thresholds of Triangle Meshes
Almutairi, Aeshah / Saarela, Toni / Ivrissimtzis, Ioannis | 2017
95
Towards Real-Time Animation Optimisation in VR
Henshall, Gareth I. / Teahan, William J. / Cenydd, Llyr ap | 2017
97
Capacity Constrained Voronoi Tessellation Revisited
Ahmed, Abdalla G. M. / Deussen, Oliver | 2017