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Towards Interactive RealTime Crowd Behavior Simulation

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Various psychological or physiological states. A set of higher-level complex behaviors ... Hierarchical finite state machines. select the low-level actions ... – PowerPoint PPT presentation

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Title: Towards Interactive RealTime Crowd Behavior Simulation


1
Towards Interactive Real-Time Crowd Behavior
Simulation
  • Branislav Ulicny and Daniel Thalmann
  • (Computer Graphics Forum 2002)

2
Outline
  • Introduction
  • Challenges
  • Levels of Variety
  • The Model of the World
  • Behavior Model
  • Implementation
  • Case Study
  • Conclusions Future work

3
Introduction
  • 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

4
Challenges
  • 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

5
Levels 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

6
The Model of the World (1/3)
  • The model is composed of the agents and the
    environment.

FSMs Finite State Machines
7
The 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

8
The 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

9
Behavior 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

10
Behavior model (2/4)
  • Layered approach

11
Behavior 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
12
Behavior 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

13
System 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

14
Case 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

15
Case 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
16
Case study Crowds in a virtual Heritage
reconstruction
  • Reconstruction of a virtual heritage site
  • Recreating life inside the architectural models
    for increment of the realism

17
Conclusions 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
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