Pipeline for Populating Games with Realistic Crowds

Total Page:16

File Type:pdf, Size:1020Kb

Pipeline for Populating Games with Realistic Crowds PIPELINE FOR POPULATING GAMES WITH REALISTIC CROWDS Rachel McDonnell, Simon Dobbyn and Carol O’Sullivan Graphics, Vision and Visualisation Group Trinity College Dublin Ireland email: [email protected] Figure 1: Realistic crowds in virtual Dublin. KEYWORDS rently, the humans that occupy crowd systems Real-time Crowds, Impostors, Cloth simula- in games use skinned meshes for their clothing, tion, Perceptual Metrics often resulting in rigid and unnatural motion of the individuals in a simulated crowd. While ABSTRACT there have been advances in the area of cloth With the increase in realism of games based simulation, both offline and in real-time, inter- in stadiums and urban environments, real-time active cloth simulation for hundreds or thou- crowds are becoming essential in order to pro- sands of clothed characters would not be pos- vide a believable environment. However, re- sible with current methods. We addressed this alism is still largely lacking due to the com- problem in previous work by devising a system putation required. In this paper, we describe for animating large numbers of clothed charac- the pipeline of work needed in order to prepare ters using pre-simulated clothing. and export models from a 3D modelling package into a crowd system. For our crowd, we use a In Dobbyn et al. [Dobbyn et al. 2006], we added hybrid geometry/impostor approach which al- realism to our crowd simulations by dressing lows thousands of characters to be rendered of the individuals in realistically simulated cloth- high visual quality. We use pre-simulated se- ing, using an offline commercial cloth simulator, quences of cloth to further enhance the charac- and integrating this into our real-time hybrid ters appearance, along with perceptual metrics geometry/impostor rendering system ([Dobbyn to balance computation with visual fidelity. et al. 2005]). We have also improved the quality of the impostors in the system by using percep- INTRODUCTION tual metrics described in [Hamill et al. 2005; In the games industry, real-time crowds are in- McDonnell et al. 2005; McDonnell et al. 2006; creasing in popularity due to the emergence of McDonnell et al. 2007a] in order to drive the new level of detail (LOD) techniques. Cur- impostor rendering. 1 In this paper, we discuss the necessary steps to geometrical models with lower resolution ones, advance from a single character in a modelling and were able to create complex scenes with package such as 3D Studio Max, to a perceptu- thousands of characters. De Heras Ciechom- ally guided crowd of thousands of clothed char- ski et al. [de Heras Ciechomski et al. 2004] sig- acters in a real-time system. This useful step by nificantly improved performance by using four step guide will enable others to incorporate pre- discrete level-of-detail meshes for the humans in simulated deformable clothing and perceptual their crowd. Yersin et al. [Yersin et al. 2005] in- metrics into their crowd systems. Unlike pre- crease the number of humans significantly while vious work, we discuss in detail the challenges still having varied animations by switching be- that we faced when incorporating clothing into tween dynamic and static meshes, depending on the system and the practical use of our percep- the distance from the camera. tual metrics. Our results show a system capa- ble of rendering large realistic clothed crowds in Another approach to reducing the render- real-time. ing costs of large crowds is to replace the entire geometry of the character with BACKGROUND two-dimensional representations (impostors). Real-time crowds pose a difficult problem as Aubel et al. [Aubel et al. 1998] were the first there may be limited resources available at to use this technique for crowds of virtual hu- run-time. As the number of characters in- mans. They describe their dynamic impostor as creases, traditional techniques rapidly become “a simple textured plane that rotates to contin- overwhelmed and are unable to sustain inter- uously face the viewer.” A snapshot of the vir- active frame-rates. Generally, it is the number tual human is textured onto the plane. The tex- of polygons that the graphics engine can dis- ture is updated from time to time, depending play per frame that limits the number of charac- on the movement of the human or camera. The ters that can be displayed in a real-time crowd. snapshot is produced at run-time by rendering Therefore, character meshes with a high num- the virtual human to an off-screen buffer. The ber of polygons need to be simplified in order polygonal model is then replaced with a single to achieve real-time display rates. Instead of plane with this texture pasted onto it. Tecchia simplifying all of the characters to a low level et al. [Tecchia et al. 2002] were able to render a of detail, different levels of detail of the charac- virtual city with thousands of walking humans ters’ meshes can be used in the scene. Detailed on a standard PC by using pre-generated im- meshes are used when the object is close to the postors to represent their humans. They im- viewer, and coarser approximations are substi- proved on existing techniques by shading the tuted for distant objects (e.g., as in [Funkhouser impostors in real-time. and Squin 1993]). This idea of using differ- One of the main disadvantages of the previ- ent levels of detail for objects in a scene is ous approaches was that the impostors looked an established technique. As early as 1976, pixellated when viewed up close. Dobbyn et Clark [Clarke 1976] described the benefits of al. [Dobbyn et al. 2005] presented the first hy- representing objects within a scene at several brid crowd system to solve the problem of de- resolutions. graded quality of impostors at close distances. Recently, two main approaches to real-time They did so by building an impostor system crowds have emerged in the crowd rendering on top of a full, geometry-based human an- community. One is to use low resolution geom- imation system, and switching between the etry, and the other is to use image-based rep- two representations with minimal popping ar- resentations for the characters in the crowd. tifacts. They also improved on previous impos- Ulicny et al. [Ulicny et al. 2004] replaced full tor techniques using graphics hardware to en- 2 hance the variety and realism of the impostors. In this paper, we describe the techniques nec- Alternatively, Pettre et al. [Pettre et al. 2006] essary for creating a perceptually guided crowd used three levels of detail, thus combining the of clothed characters using pre-simulated cloth strengths of the animation quality of dynamic sequences and perceptual metrics, starting from meshes with the performance of static meshes just one character in a modelling package. and impostors. PIPELINE The depiction of cloth in computer graph- We present the pipeline of work needed to ics has occupied researchers and movie-makers achieve real-time crowds of clothed characters. since the 1980’s. Today, the need for re- In [McDonnell et al. 2006] we performed a rig- alistic clothing has become more and more orous series of psychophysical experiments in important for computer generated sequences order to determine the most appropriate repre- in movies. In the CG research community, sentations to use for depicting the deformations three types of physically-based models have of cloth. We found that a hybrid combination of been used for cloth simulation: Elasticity-based impostor and detailed geometry meshes would methods (e.g., [Carignan et al. 1992; Yang be most suited to our purpose since participants and Magnenat-Thalmann 1993]), particle-based were unable to tell the difference between this methods (e.g., [Breen et al. 1994]), and the type of crowd and a crowd containing all high mass-spring model (e.g., [Provot 1995]). Im- resolution geometry. plementing realistic cloth dynamics in real-time The system is an extension of the crowd system game applications still represents a significant detailed in [Dobbyn et al. 2005], and this pa- challenge for game developers. Simulating cloth per describes all of the alterations necessary to deformation requires much computation and is convert that crowd of skinned characters, to a a complex process both in terms of the dy- crowd of characters with deformable clothing. namics simulation and the collision detection for the changing cloth shape. In the animation There are three main stages in the pipeline research community attempts have been made process (see Figure 2): to produce more reliable real-time clothing for • Stage 1: Model Prepping: The first characters (e.g., [Vassilev et al. 2001; Cordier stage involves modelling the character and and Magnenat-Thalmann 2005]). adding a suitable animation for use in a crowd. The character’s clothes are then While generating cloth dynamics in real-time constructed and fitted, and finally simu- is becoming more advanced, the simulation lated in response to the underlying motion. groups or crowds of characters with simulated Our novel technique detailed in [Dobbyn clothing would not be possible with these tech- et al. 2006] for constructing a cyclical cloth niques. All previously described crowd systems animation is also applied here. used skinned meshes to clothe the humans in • Stage 2: Exporting the Data: The second their crowds. In [Dobbyn et al. 2006] we de- stage is concerned with exporting the hu- scribe how pre-simulated cloth sequences can man mesh, skeletal animation, cloth mesh be used to create large numbers of clothed char- and simulation, and impostors into a suit- acters. Perceptual metrics are also of extreme able format for use in the system. importance in order to make the most out of a • crowd.
Recommended publications
  • The Uses of Animation 1
    The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator.
    [Show full text]
  • Scalable, Controllable, Efficient and Convincing Crowd
    SCALABLE, CONTROLLABLE, EFFICIENT AND CONVINCING CROWD SIMULATION by Mankyu Sung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Computer Sciences) at the UNIVERSITY OF WISCONSIN–MADISON 2005 °c Copyright by Mankyu Sung 2005 All Rights Reserved i To my family and parents. ii ACKNOWLEDGMENTS First of all, I would like to appreciate my advisor, professor Michael Gleicher for being such a wonderful advisor. Throughout my research, his patience, care and support helped me get over many hurdles during my graduate years. He always gave me freedom to pursue my own research topic and gave me precious intuitions and guidance that I would not get from any other person. I only hope that I can have a chance to practice what I learned from him to my own students or colleagues. I also would like to thank all my committee members, professor Stephen Chenney, Chuck Dyer, Nicolar Ferrier and Jerry Zhu. Special thanks to professor Chenney for his willingness to discuss about research and help on writing papers. Second, I appreciate my parents, who supported and granted me when I decided to go overseas for my studying. At the age of 30, it was not easy decision for me to go back to school, but they always believed in me, and that belief motivated me to keep continuing the “not-always-fun” graduate studies. I would like to thank all UW graphics group members, including Michael(another Michael), Rachel, Tom, Greg, Feng, Yu-Chi, Shaohua, Gudong and old members, Lucas, Alex and Eric for making such a fun environment to work.
    [Show full text]
  • Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach
    EUROGRAPHICS 2007 / D. Cohen-Or and P. Slavík Volume 26 (2007), Number 3 (Guest Editors) Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach Sébastien Paris Julien Pettré Stéphane Donikian IRISA, Campus de Beaulieu, F-35042 Rennes, FRANCE {sebastien-guillaume.paris, julien.pettre, donikian}@irisa.fr Abstract This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. It describes a method for solving interactions between pedestrians and avoiding inter-collisions. Our approach is agent-based and predictive: each agent perceives surrounding agents and extrapolates their trajectory in order to react to po- tential collisions. We aim at obtaining realistic results, thus the proposed model is calibrated from experimental motion capture data. Our method is shown to be valid and solves major drawbacks compared to previous ap- proaches such as oscillations due to a lack of anticipation. We first describe the mathematical representation used in our model, we then detail its implementation, and finally, its calibration and validation from real data. 1. Introduction validated using motion capture data. Data are acquired ac- cording to two successive protocols. First, we measure inter- This paper addresses the problem of virtual pedestrian au- actions between two participants and use the resulting data tonomous navigation for crowd simulation. One crucial to calibrate our model. In a second stage, we push the num- aspect of this problem is to solve interactions between ber of participants to the limits of our motion capture system pedestrians during locomotion, which means avoiding inter- abilities and let them navigate among obstacles, allowing us collisions. Simulating interactions between pedestrians is a to compare the measured data with our simulation results.
    [Show full text]
  • The International Consumer Electronics Games Innovations
    Conference Steering The International IEEE Consumer Electronics Society's Games Innovations Conference 2009 (ICE- Important Dates Committee GIC 09) aims to be a platform for innovative research in game design and technologies and to make this multi-disciplinary subject area more accessible to researchers and practitioners from different Paper/abstract Conference Founding disciplines in academia and industry. The conference will take place in central London in UK between Submission: Chair: 25th-28th August 2009. 10th April, 2009 Samad Ahmadi Areas of interest of ICE-CIG 2009 include display technologies and interfaces for games, audio Notifications IEEE CE Society technologies for games, mixed reality technologies, serious games, artificial intelligence technologies of Acceptance: Executive Members: for games, science of games, games software engineering, innovations in commercial models in 1st June, 2009 Larry Zhang games, Machinima, game sound and music, games innovations in education and social impact of William Lumpkins games technologies. For further details of conference interests under each topic please see the reverse Camera Ready page. Paper Submission: Program Chairs: 15th June 2009 Simon Lucas Submission Steven Gustafson Papers: Authors are invited to submit papers describing significant, original and unpublished work. Proposals for Such papers are expected to be approximately 8-15 pages in length but this guideline is not strict. Special Sessions: Subject Chairs: 10th April 2009 Simon Colton Abstracts/System Demonstrations/Panel discussions: Authors can also submit abstracts of up to Donna Djordjevich 1000 words (3-4 pages). People who wish to give a talk (e.g. practitioners, researchers with Jeremy Gow preliminary or incomplete papers) but do not want to submit a full paper can submit under this Proposals for Tutorials: Dylan Menzies category.
    [Show full text]
  • Improved Computer-Generated Simulation Using Motion Capture Data
    Brigham Young University BYU ScholarsArchive Theses and Dissertations 2014-06-30 Improved Computer-Generated Simulation Using Motion Capture Data Seth A. Brunner Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Computer Sciences Commons BYU ScholarsArchive Citation Brunner, Seth A., "Improved Computer-Generated Simulation Using Motion Capture Data" (2014). Theses and Dissertations. 4182. https://scholarsarchive.byu.edu/etd/4182 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Improved Computer-Generated Crowd Simulation Using Motion Capture Data Seth A. Brunner A thesis submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Science Parris Egbert, Chair Michael Jones Mark Clement Department of Computer Science Brigham Young University July 2014 Copyright c 2014 Seth A. Brunner All Rights Reserved ABSTRACT Improved Computer-Generated Crowd Simulation Using Motion Capture Data Seth A. Brunner Department of Computer Science, BYU Master of Science Ever since the first use of crowds in films and videogames there has been an interest in larger, more efficient and more realistic simulations of crowds. Most crowd simulation algorithms are able to satisfy the viewer from a distance but when inspected from close up the flaws in the individual agent's movements become noticeable. One of the bigger challenges faced in crowd simulation is finding a solution that models the actual movement of an individual in a crowd.
    [Show full text]
  • Crowd Behavior Simulation with Emotional Contagion In
    1 Crowd Behavior Simulation with Emotional Contagion in Unexpected Multi-hazard Situations Mingliang Xu, Xiaozheng Xie, Pei Lv, Jianwei Niu, Hua Wang Chaochao Li, Ruijie Zhu, Zhigang Deng and Bing Zhou Abstract—Numerous research efforts have been conducted to simulate crowd movements, while relatively few of them are specifically focused on multi-hazard situations. In this paper, we propose a novel crowd simulation method by modeling the generation and contagion of panic emotion under multi-hazard circumstances. In order to depict the effect from hazards and other agents to crowd movement, we first classify hazards into different types (transient and persistent, concurrent and non- concurrent, static and dynamic) based on their inherent characteristics. Second, we introduce the concept of perilous field for each hazard and further transform the critical level of the field to its invoked-panic emotion. After that, we propose an emotional contagion model to simulate the evolving process of panic emotion caused by multiple hazards. Finally, we introduce an Emotional Reciprocal Velocity Obstacles (ERVO) model to simulate the crowd behaviors by augmenting the traditional RVO model with emotional contagion, which for the first time combines the emotional impact and local avoidance together. Our experiment results demonstrate that the overall approach is robust, can better generate realistic crowds and the panic emotion dynamics in a crowd. Furthermore, it is recommended that our method can be applied to various complex multi-hazard environments. Index Terms—crowd simulation, emotional contagion, multi-hazard, emotional reciprocal velocity obstacles F 1 INTRODUCTION in some real-world cases, multiple hazards may occur in the same area over a period of time, such as the He advances in the study of typical crowd behav- two sequential bombing attacks in Boston in 2013.
    [Show full text]
  • Real-Time Simulation of Crowds Using Voronoi Diagrams
    EG UK Theory and Practice of Computer Graphics (2005) M. McDerby, L. Lever (Editors) Real-time Simulation of Crowds Using Voronoi Diagrams J. Champagne and W. Tang School of Computing, University of Teesside, United Kingdom Abstract: In this paper, we present a novel approach for real-time simulation of crowds. Our method is to compute generalised 2D Voronoi diagrams on environment maps for the locations of agents in the crowds. The Voronoi diagrams are generated efficiently with graphics hardware by calculating the closest Voronoi site and the distance to that site using polygon scan conversion and the z-buffer depth comparison. Because Voronoi diagrams have unique features of spatial tessellations which give optimised partitions of space for locating the agents especially groups of agents in a virtual environment, agents in the same group are placed within the Voronoi region which encloses the nearest locations to the geometric centre of the group. Each group of agents within its own Voronoi region follows the geometric centre of the region that is moving on the paths of the maps. During the simulation, agents in groups move closely together and avoid collusions with other groups on the way. With carefully designed rules for collision response the algorithm can generate natural-looking group behaviors of large crowds in real-time. Each agent within a group only detects collisions with other agents of the group and with static obstacles in the environment. Efficiency of the simulation is also gained through such multi-level behavioral simulation approach. Categories and Subject Descriptors (according to ACM CCS): I.3.1, I.3.7[Computer Graphics] Graphics Processors, Virtual Reality 1.
    [Show full text]
  • Position-Based Real-Time Simulation of Large Crowds
    Computers & Graphics 78 (2019) 12–22 Contents lists available at ScienceDirect Computers & Graphics journal homepage: www.elsevier.com/locate/cag Special Section on Motion in Games 2017 Position-based real-time simulation of large crowds ∗ Tomer Weiss a, , Alan Litteneker a, Chenfanfu Jiang b, Demetri Terzopoulos a a Computer Science Department, University of California, Los Angeles, USA b Computer and Information Science Department, University of Pennsylvania, USA a r t i c l e i n f o a b s t r a c t Article history: We introduce a crowd simulation method that runs at interactive rates for on the order of a hun- Received 27 July 2018 dred thousand agents, making it particularly suitable for use in games. Our new method is inspired by Revised 9 October 2018 Position-Based Dynamics (PBD), a fast physics-based animation technique in widespread use. Individual Accepted 9 October 2018 agents in crowds are abstracted by particles, whose motions are controlled by intuitive position con- Available online 31 October 2018 straints and planning velocities, which can be readily integrated into a standard PBD solver, and agent Keywords: positions are projected onto constraint manifolds to eliminate colliding configurations. A variety of con- Crowd simulation straints are presented, enabling complex collective behaviors with robust agent collision avoidance in Position-based dynamics both sparse and dense crowd scenarios. Collision avoidance ©2018 Elsevier Ltd. All rights reserved. 1. Introduction approach to crowd simulation, ideally for use in games and other interactive applications. Crowd simulation has become commonplace in visual effects Our objective is a numerical framework for crowd simulation for movies and games.
    [Show full text]
  • Animation Is a Process Where Characters Or Objects Are Created As Moving Images
    3D animation is a process where characters or objects are created as moving images. Rather than traditional flat or 2d characters, these 3D animation images give the impression of being able to move around characters and observe them from all angles, just like real life. 3D animation technology is relatively new and if done by hand would take thousands of hours to complete one short section of moving film. The employment of computers and software has simplified and accelerated the 3D animation process. As a result, the number of 3D animators as well as the use of 3D animation technology has increased. What will I learn in a 3D animation program? Your 3D animation program course content depends largely upon the 3D animation program in which you enroll. Some programs allow you to choose the courses that you are interested in. Other 3D animation programs are more structured and are intended to train you for a specific career or 3D animation role within the industry. You may learn about character creation, storyboarding, special effects, image manipulation, image capture, modeling, and various computer aided 3D animation design packages. Some 3D animation courses may cover different methods of capturing and recreating movement for 3D animation. You may learn "light suit" technology, in which suits worn by actors pinpoint the articulation of joints by a light. This if filmed from various different angles and used to replicate animated movement in a realistic way). What skills will I need for a 3D animation program? You'll need to have both creativity and attention to detail for a career in 3D animation.
    [Show full text]
  • Crowd and Traffic Simulation (And Graphics Research) ACM SIGGRAPH
    Crowd and Traffic Simulation (and graphics research) ACM SIGGRAPH • Special Interest Group on GRAPHics and Interactive Techniques • The top conference in computer graphics • Covers five areas: geometry, rendering, animation, image processing, and modeling. • Has several venues: technical papers, posters, courses, emerging technologies, exhibitions, and even a job fair. • Technical papers at: http://kesen.realtimerendering.com/sig2013.html • Held in the United States and Canada • Has a counterpart in Asia: SIGGRAPH Asia • Demo SCA – Symposium on Computer Animation • The top symposium on animation • Held one year in Europe and one year in the United States (together with SIGGRAPH) • Covers a wide range of animation topics, from characters to physics I3D – symposium on interactive 3D graphics and games • Held in the United States • Covers real-time graphics techniques: mostly rendering and animation • Very useful for game applications Game Developers Conference (GDC) • The top conference on game development • Covers the development topics of different games: PC games, console games, mobile games, independent games… • Covers many areas: graphics, AI, art, audio… • The counterpart in Europe: GDC Europe • Also has tutorial sessions and job fair Crowd modeling applications Entertainment: Games Animation movies Art Evaluation: Architecture Disaster evacuation Training: Virtual reality simulation Individuals and Crowds • Individuals are agents – Reactive vs. planning – Goal vs. need driven • Groups – set of similar agents – Spatially close – Like
    [Show full text]
  • Towards Interactive Real-Time Crowd Behavior Simulation
    Volume 21 (2002), number 4 pp. 767–775 COMPUTER GRAPHICS forum Towards Interactive Real-Time Crowd Behavior Simulation Branislav Ulicny and Daniel Thalmann Virtual Reality Lab, EPFL, CH-1015 Lausanne, Switzerland Branislav.Ulicny@epfl.ch, Daniel.Thalmann@epfl.ch Abstract While virtual crowds are becoming common in non-real-time applications, the real-time domain is still relatively unexplored. In this paper we discuss the challenges involved in creating such simulations, especially the need to efficiently manage variety. We introduce the concept of levels of variety. Then we present our work on crowd behaviour simulation aimed at interactive real-time applications such as computer games or virtual environments. We define a modular behavioural architecture of a multi-agent system allowing autonomous and scripted behaviour of agents supporting variety. Finally we show applications of our system in a virtual reality training system and a virtual heritage reconstruction. Keywords: autonomous agents, crowd simulations, levels of variety, multi-agent systems, virtual environments, virtual heritage, virtual reality training systems ACM CSS: I.3.7 Three-Dimensional Graphics and Realism—Animation, I.2.11 Distributed Artificial Intelligence—Multi-agent systems 1. Introduction Because of different requirements and constraints in al- most every aspect (such as character generation and render- In recent years, virtual crowds have become a more and more ing, or motion and behaviour control), different approaches common element of our cinematic experience.
    [Show full text]
  • Avatar Locomotion in Crowd Simulation
    Avatar Locomotion in Crowd Simulation N. Pelechano B. Spanlang A. Beacco U. Politècnica de Catalunya U. de Barcelona U. Politècnica de Catalunya [email protected] [email protected] [email protected] Abstract easily extended to large numbers of agents simulated in real time. This paper presents an Animation Planning To achieve natural looking crowds, most of the Mediator (APM) designed to synthesize anima- current work in this area uses avatars with a tions efficiently for virtual characters in real limited number of animation clips. In most time crowd simulation. From a set of animation cases, problems arise when the crowd simulator clips, the APM selects the most appropriate and module updates the position of each agent’s root modifies the skeletal configuration of each without taking into account movement of the character to satisfy desired constraints (e.g. feet. This yields unnatural simulations where eliminating foot-sliding or restricting upper the virtual humans appear to be ‘skating’ in the body torsion), while still providing natural look- environment, which is known as ‘foot sliding’. ing animations. We use a hardware accelerated Other problems emerge from the lack of coher- character animation library to blend animations ence between the orientation of the geometric increasing the number of possible locomotion representation of the agents and direction of types. The APM allows the crowd simulation movement. As we increase model sophistication module to maintain control of path planning, through enhanced path selection, avoidance, collision avoidance and response. A key advan- rendering, and inclusion of more behaviors, tage of our approach is that the APM can be these artifacts become more noticeable.
    [Show full text]