Title: Towards Interactive RealTime Crowd Behavior Simulation
1Towards Interactive Real-Time Crowd Behavior
Simulation
- Branislav Ulicny and Daniel Thalmann
- (Computer Graphics Forum 2002)
2Outline
- Introduction
- Challenges
- Levels of Variety
- The Model of the World
- Behavior Model
- Implementation
- Case Study
- Conclusions Future work
3Introduction
- Virtual crowds
- Common element of cinematic experience
- Rare in realm of real-time applications
- Real-time applications
- Interactivity needed
- Limited computational resources
- Real-time crowd simulation system
- Models a crowd as a multi-agent system with
emphasis on individuals - Defines a layered modular behavioral architecture
4Challenges
- Multi-agent virtual human simulations
- able to run in real-time with 3D visualization
- allow user interaction
- Compared with single-agent simulations
- need the efficient variety management at every
level - need the methods easing the control of multiple
characters - Compared with non-real-time simulations
- need the fast and scalable methods to compute
behaviors
5Levels of Variety
- Variety
- The quality or state of having different forms
or types - Enhance the realism
- Levels of variety
- LV0 only a single solution
- LV1 a finite number of solutions
- LV1 the combinations of sub-solutions
- LV2 an infinite number of possible solutions
- Sometimes systems with a lower level of variety
are justifiable - Ex) emergency simulation
6The Model of the World (1/3)
- The model is composed of the agents and the
environment.
FSMs Finite State Machines
7The Model of the World (2/3)
- The environment
- Static environments streets, buildings
- Dynamic objects fire, gas clouds
- Agents contain
- A set of internal attributes
- Various psychological or physiological states
- A set of higher-level complex behaviors
- A set of rules for selection among behaviors
8The Model of the World (3/3)
- Interaction between the agents and the static
environments - Path-finder module
- Interaction is done via exchanges of events
- Interaction between the agents and dynamic
objects - simulating physical interactions or perceptual
interactions - Inter-agent interaction
- User-agent interaction
9Behavior Model (1/4)
- Agents
- act in accordance with their surrounding
environment - react to environments changes, the other agents,
actions of the user - A behavior model should
- Simple enough to allow real-time animation of
many agents - Yet still Complex to provide interesting behaviors
10Behavior model (2/4)
11Behavior model (3/4)
- The highest level
- Rules select high-level behaviors
- Three parts of the rules
- Selection part who
- Condition part when
- Consequent part what
- An example of a rule
FOR ALL WHEN EVENT in_danger_area AND
ATTRIBUTE fear gt 50 THEN BEHAVIOR FLEE
12Behavior model (4/4)
- The middle level
- Hierarchical finite state machines
- select the low-level actions
- manage connections with the environment
- can call other FSMs
- The lowest level
- Path-finder module
- constructs a sequence of waypoints
- Collision-avoidance module
- corrects the trajectory in order to avoid
collisions
13System implementation
- Separating the model part from the visualization
part - allows different representations
- allows different update rate for different
components - allows platform independent
- Separating the action selecting part from the
action executing part - The animation variety
14Case study Crowds in virtual reality Training
system (1/2)
- CROSSES (CROwd Simulation System for Emergency
Situations) - A training system for emergency situations
- Urban emergency situations involving crowds
15Case study Crowds in virtual reality Training
system (2/2)
- An example
- The threat becomes active.
- The threat sends events to the affected agent.
- The rule become activated.
- Flee behavior is triggered.
- The agent selects the way out of danger.
- The agent return to normal behavior
FOR ALL WHEN EVENT in_danger_area AND
ATTRIBUTE fear gt 50 THEN BEHAVIOR FLEE
16Case study Crowds in a virtual Heritage
reconstruction
- Reconstruction of a virtual heritage site
- Recreating life inside the architectural models
for increment of the realism
17Conclusions Future works
- Real-time crowd simulation system
- Introduce the notion of levels of variety
- Define a modular behavioral architecture
- Future works
- Enhance the levels of variety
- Improve the behavior model