TY - GEN
T1 - Position-based multi-agent dynamics for real-time crowd simulation
AU - Weiss, Tomer
AU - Jiang, Chenfanfu
AU - Litteneker, Alan
AU - Terzopoulos, Demetri
N1 - Publisher Copyright:
© 2017 ACM.
PY - 2017/11/8
Y1 - 2017/11/8
N2 - Exploiting the efficiency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance to simulate both sparse and dense crowds. On the particles representing agents, we formulate a set of positional constraints that can be readily integrated into a standard PBD solver. We augment the tentative particle motions with planning velocities to determine the preferred velocities of agents, and project the positions onto the constraint manifold to eliminate colliding configurations. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials. We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new method is suitable for use in interactive games.
AB - Exploiting the efficiency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance to simulate both sparse and dense crowds. On the particles representing agents, we formulate a set of positional constraints that can be readily integrated into a standard PBD solver. We augment the tentative particle motions with planning velocities to determine the preferred velocities of agents, and project the positions onto the constraint manifold to eliminate colliding configurations. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials. We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new method is suitable for use in interactive games.
KW - Collision avoidance
KW - Crowd simulation
KW - Position-based dynamics
UR - http://www.scopus.com/inward/record.url?scp=85051075155&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85051075155&partnerID=8YFLogxK
U2 - 10.1145/3136457.3136462
DO - 10.1145/3136457.3136462
M3 - Conference contribution
AN - SCOPUS:85051075155
T3 - Proceedings - MIG 2017: Motion in Games
BT - Proceedings - MIG 2017
A2 - Spencer, Stephen N.
PB - Association for Computing Machinery, Inc
T2 - 10th International Conference on Motion in Games, MIG 2017
Y2 - 8 November 2017 through 10 November 2017
ER -