Interaction Fields: Intuitive Sketch-based Steering Behaviors for Crowd Simulation

dc.contributor.authorColas, Adèleen_US
dc.contributor.authorvan Toll, Wouteren_US
dc.contributor.authorZibrek, Katjaen_US
dc.contributor.authorHoyet, Ludovicen_US
dc.contributor.authorOlivier, Anne-Hélèneen_US
dc.contributor.authorPettré, Julienen_US
dc.contributor.editorChaine, Raphaëlleen_US
dc.contributor.editorKim, Min H.en_US
dc.date.accessioned2022-04-22T06:29:36Z
dc.date.available2022-04-22T06:29:36Z
dc.date.issued2022
dc.description.abstractThe real-time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local 'steering' tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch-based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given 'source' agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real-time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game-like scenarios where the crowd responds to a user-controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non-expert users to easily enrich any agent-based crowd simulation with new agent interactions.en_US
dc.description.number2
dc.description.sectionheadersSimulation of Clothes and Crowds
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume41
dc.identifier.doi10.1111/cgf.14491
dc.identifier.issn1467-8659
dc.identifier.pages521-534
dc.identifier.pages14 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.14491
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14491
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies --> Motion path planning; Intelligent agents; Real-time simulation; Human-centered computing --> Graphical user interfaces
dc.subjectComputing methodologies
dc.subjectMotion path planning
dc.subjectIntelligent agents
dc.subjectReal
dc.subjecttime simulation
dc.subjectHuman centered computing
dc.subjectGraphical user interfaces
dc.titleInteraction Fields: Intuitive Sketch-based Steering Behaviors for Crowd Simulationen_US
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