TY - GEN
T1 - How to Break Crowd Simulation Algorithms
AU - Chen, Alexander
AU - Weiss, Tomer
N1 - Publisher Copyright:
© 2025 Copyright held by the owner/author(s).
PY - 2025/8/10
Y1 - 2025/8/10
N2 - Virtual crowds are prevalent in entertainment media, including movies, games, and educational or training experiences. In this work, we analyze algorithms for simulating such crowds. Specifically, we demonstrate that widely popular state-of-the-art algorithms fail in several basic benchmark cases. With the goal of designing more robust algorithms, we discuss potential solutions, which can be easily integrated into the specified simulation crowds.
AB - Virtual crowds are prevalent in entertainment media, including movies, games, and educational or training experiences. In this work, we analyze algorithms for simulating such crowds. Specifically, we demonstrate that widely popular state-of-the-art algorithms fail in several basic benchmark cases. With the goal of designing more robust algorithms, we discuss potential solutions, which can be easily integrated into the specified simulation crowds.
UR - https://www.scopus.com/pages/publications/105041747277
UR - https://www.scopus.com/pages/publications/105041747277#tab=citedBy
U2 - 10.1145/3721239.3734112
DO - 10.1145/3721239.3734112
M3 - Conference contribution
AN - SCOPUS:105041747277
T3 - Proceedings - SIGGRAPH 2025 Talks
BT - Proceedings - SIGGRAPH 2025 Talks
A2 - Spencer, Stephen N.
A2 - Alford, Ginger
A2 - Orvalho, Veronica
PB - Association for Computing Machinery, Inc
T2 - Talks, SIGGRAPH 2025
Y2 - 10 August 2025 through 14 August 2025
ER -