Implementing position-based real-time simulation of large crowds

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Scopus citations

Abstract

Various methods have been proposed for simulating crowds of agents in recent years. Regrettably, not all are computational scalable as the number of simulated agents grows. Such quality is particularly important for virtual production, gaming, and immersive reality platforms. In this work, we provide an open-source implementation for the recently proposed Position-based dynamics approach to crowd simulation. Position-based crowd simulation was proven to be real-Time, and scalable for crowds of up to 100k agents, while retaining dynamic agent and group behaviors. We provide both non-parallel, and GPU-based implementations. Our implementation is demonstrated on several scenarios, including examples from the original work. We witness interactive computation run-Times, as well as visually realistic collective behavior.

Original languageEnglish (US)
Title of host publicationProceedings - 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2019
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages306-307
Number of pages2
ISBN (Electronic)9781728156040
DOIs
StatePublished - Dec 2019
Externally publishedYes
Event2nd IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2019 - San Diego, United States
Duration: Dec 9 2019Dec 11 2019

Publication series

NameProceedings - 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2019

Conference

Conference2nd IEEE International Conference on Artificial Intelligence and Virtual Reality, AIVR 2019
Country/TerritoryUnited States
CitySan Diego
Period12/9/1912/11/19

All Science Journal Classification (ASJC) codes

  • Artificial Intelligence
  • Computer Science Applications
  • Human-Computer Interaction
  • Media Technology
  • Modeling and Simulation

Keywords

  • Collisions avoidance
  • Con straints
  • Crowd simulation

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