EG 2006 Course on Populating Virtual Environments with Crowds
Organiser: Daniel Thalmann
Address: EPFL-VRlab, CH 1015 Lausanne
e-mail: [email protected]
Phone: +41-21-693-5214
Fax: +41-21-693-5328
URL: http://vrlab.epfl.ch
Lecturers: Daniel Thalmann (EPFL), Carol O’Sullivan (Trinity College), Pablo de Heras Ciechomski (EPFL), Simon Dobbyn (Trinity College)
Keywords: population, crowd simulation, informed virtual environments, autonomous agents
Necessary background and potential target audience autonomous Virtual Crowds. Real-time crowds are nec- for the tutorial: experience with computer animation is essary for games, VR systems for training and simula- recommended but not mandatory. The course is intended tion and crowds in Augmented Reality applications. for animators, designers, and students in computer sci- Autonomy is the only way to create believable crowds ence. reacting to events in real-time. This course will present state-of-the-art techniques and methods.
The course will first explain in details the different approaches to create virtual crowds: particle systems with flocking techniques using attraction and repulsion forces, copy and pasting techniques, agent-based meth- ods.
The course will explore essential aspects to the gen- eration of virtual crowds. In particular, it will present the aspects concerning information (intentions, status and knowledge), behavior (innate, group, complex and guided) and control (programmed, autonomous and guided). It will emphasize essential concepts like sen- Detailed outline of the tutorial sory input (vision, audition, tactile), versatile motion control, and artificial intelligence level,. The course will The necessity to model virtual populations appears in survey methods for animating the individual members many applications of computer animation and simula- that make up crowds. It will survey a variety of ap- tion. Such applications encompass several different do- proaches, with a focus on how example-based synthesis mains – representative or autonomous agents in virtual methods can be adapted for crowds. It will also discuss environments, human factors analysis, training, educa- agent architectures for scalable crowd simulation. tion, simulation-based design, and entertainment. Re- The course will cover the topics of real-time crowd produce in simulation the dynamic life of virtual envi- rendering, including image-based/impostor, polygonal ronments in real-time is also a great challenge. and point-based techniques. The topic of Level of Detail For many years, this was a challenge to produce real- (LOD) crowd animation will also be covered, not only istic virtual crowds for special effects in movies. Now, for rendering, but also for simulation, AI, attention and there is a new challenge: the production of real-time conversational behaviour. Perceptual issues with respect
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Populating Virtual Environments with Crowds
to the appearance and movement of crowds of characters and an Honorary Doctorate (Honoris Causa) from Uni- will be addressed. versity Paul-Sabatier in Toulouse, France, in 2003.
Carol O'Sullivan has been the leader of the Graphics group in Trinity College Dublin, Ireland, since 1999, where she has managed a range of projects with signifi- cant budgets and successfully supervised many re- searchers. Her research interests include perception, virtual humans, crowds, and physically-based animation. She has been a member of many IPCs, including the SIGGRAPH papers committee, and has published over 70 peer-reviewed papers. Carol has presented at SIGGRAPH several times, most recently a paper on impostor techniques for crowd simulation in the 2005 SI3D session. She has organised and co-chaired several conferences and workshops, including Eurographics 2005, the SIGGRAPH/EG Symposium on Computer Animation 2006 and the SIGGRAPH/EG Campfire on Perceptually Adaptive Graphics 2001.
The course will also explore essential aspects to the Simon Dobbyn is a postdoctoral researcher at the In- generation of virtual crowds. In particular, it will present teraction, Simulation and Graphics Lab in Trinity Col- the aspects concerning information (intentions, status lege Dublin where he recently finished his PhD entitled and knowledge), behavior (innate, group, complex and "Hybrid Representations and Perceptual Metrics for guided) and control (programmed, autonomous and Scalable Human Simulation". His research interests guided). It will emphasize essential concepts like sen- include the real-time rendering of virtual crowds, level sory input (vision, audition, tactile), versatile motion of detail, and perception. control, artificial intelligence level, and rendering tech- niques. The course will also presents the new challenge Pablo de Heras’ goal in life is optimizing real-time in the production of real-time crowds for games, VR rendering and exploration of and interaction with large systems for training and simulation. Techniques for collections of objects such as crowds of humans. He is a rendering a very large number of Virtual Humans will PhD student under the supervision of professor Daniel be emphasized. The course will be illustrated with a lot Thalmann at EPFL, VRlab in Switzerland where he of examples from recent movies and real-time applica- started in 2002. He did his Master thesis at Massive tions in Emergency situations and Cultural Heritage Entertainment a game company in Sweden. He has been (like adding virtual audience in Roma or Greek thea- working on real-time rendering of crowds, novel tools ters). for interaction with crowds, dynamics interaction with characters and variety editing for human characters in Resume of the presenters crowds.
Daniel Thalmann is Professor and Director of The Vir- tual Reality Lab (VRlab) at EPFL, Switzerland. He is a pioneer in research on Virtual Humans. His current re- Selected Publications search interests include Real-time Virtual Humans in Virtual Reality, Networked Virtual Environments, Arti- J. Pettre, P. de Heras Ciechomski, J. Maim, B.Yersin, ficial Life, and Multimedia. He is coeditor-in-chief of J.P. Laumond, D.Thalmann, Real-Time Navigating the Journal of Computer Animation and Virtual Worlds Crowds: Scalable Simulation and Rendering, Proc. and member of the editorial board of the Visual Com- CASA 2006, Journal of Computer Animation and Vir- puter and 4 other journals. Daniel Thalmann was mem- tual Worlds, July 2006 ber of numerous Program Committees, Co-chair, and S. Raupp Musse, D.Thalmann, A Behavioral Model Program Co-chair of several conferences including IEEE for Real Time Simulation of Virtual Human Crowds, VR 2000. He has also organized 5 courses at IEEE Transactions on Visualization and Computer SIGGRAPH on human animation and crowd simulation. Graphics, Vol.7, No2, 2001, pp.152-164. Daniel Thalmann has published numerous papers in Graphics, Animation, and Virtual Reality. He is coedi- B. Ulicny, P. de Heras Ciechomski, D. Thalmann, tor of 30 books included the recent “Handbook of Vir- Crowdbrush: Interactive Authoring of Real-time Crowd tual Humans”, published by John Wiley and Sons and Scenes, Proc. ACM SIGGRAPH/Eurographics Sympo- coauthor of several books. He received his PhD in Com- sium on Computer Animation ‘04, 2004, pp.243-252 puter Science in 1977 from the University of Geneva
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B. Ulicny, D. Thalmann, Towards Interactive Real- Time Crowd Behavior Simulation, Computer Graphics Forum, 21(4):767-775, December 2002
P. de Heras Ciechomski, B. Ulicny, R. Cetre, and D. Thalmann, A case study of a virtual audience in a recon- struction of an ancient Roman odeon in Aphrodisias, The 5th International Symposium on Virtual Reality, Archaeology and Cultural Heritage, VAST2004
P. de Heras Ciechomski, S. Schertenleib, J. Maïm, D. Maupu and D. Thalmann, Real-time Shader Rendering for Crowds in Virtual Heritage, VAST '05, 2005
N. Magnenat-Thalmann, D. Thalmann (eds), Hand- book of Virtual Humans, John Wiley, 2004
C. O´Sullivan, J. Cassell, H. Vilhjalmsson, J. Dingliana, S. Dobbyn, B. McNamee, C. Peters and T. Giang, Levels of Detail for Crowds and Groups, Com- puter Graphics Forum, 21(4), 2002.
S. Dobbyn, J. Hamill, K. O'Conor and C. O'Sullivan, Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System. ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games 2005, pp. 95- 102.
J. Hamill, R. McDonnell, S. Dobbyn, and C. O'Sullivan, Perceptual Evaluation of Impostor Represen- tations for Virtual Humans and Buildings. Computer Graphics Forum 24(3) (EUROGRAPHICS 2005 Pro- ceedings) 2005.
R. McDonnell, S. Dobbyn, and C. O'Sullivan, LOD Human Representations: A Comparative Study. Pro- ceedings of the First International Workshop on Crowd Simulation (V-CROWDS '05) 2005.
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State-of-the-Art: Real-time Crowd Simulation
B. Ulicny, P. de Heras Ciechomski, S. R. Musse2 & D. Thalmann
VRLab, EPFL CH-1015, Lausanne, Switzerland branislav.ulicny, pablo.deheras, daniel.thalmann@epfl.ch http://vrlab.epfl.ch
2 CROMOS Lab, Universidade do Vale do Rio dos Sinos Ciências Exatas e Tecnológicas - PIPCA Av. Unisinos 950 93022-000 - São Leopoldo - RS, Brazil [email protected] http://www.inf.unisinos.br/ cromoslab
Abstract Crowds are part of our everyday experience; nevertheless, in virtual worlds they are still relatively rare. In the past, main reasons hindering a wider use of virtual crowds in the real-time domain were their high demands on both general and graphics performance coupled with high costs of content production. The situation is, though, changing fast; market forces are pushing performance of the consumer hardware up, reaching and surpassing per- formance of professional graphics workstations from just few years ago. With current consumer-grade personal computers it is possible to display 3D virtual scenes with thousands of animated individual entities at interactive framerates. In this report, we present the related works on the subject of groups and crowd simulation discussing several areas such as behavioral simulation, crowd motion control, crowd rendering and crowd scenario author- ing. Keywords: Autonomous agents, behavioral animation, computer graphics, crowd simulations, flocking, image- based rendering, multi-agent systems, impostors, virtual reality. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Three-Dimensional Graphics and Realism]: Animation I.3.3 [Picture/Image Generation]: Display algorithms I.2.11 [Distributed Artificial Intelligence]: Mul- tiagent systems
1. Introduction to crowd simulations
Although collective behavior has been studied since as early as the end of the nineteenth century [LeB95], attempts to simulate it by computer models are quite recent, with most of the works done only in the mid and late nineties. In the past years researchers from a broad range of fields such as architecture [SOHTG99, PT01, TP02], computer graphics [BG96, HB94, MT01, Rey87, TLC02b, UT02b, BMdOB03], physics [HM95, HFV00, FHV02], robotics [MS01], safety science [Sim04, Sti00, TM95a], training sys- Figure 1: A virtual crowd in a city tems [Bot95, VSMA98, Wil95], and sociology [JPvdS01, MPT92, TSM99] have been creating simu-