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Agent-based approaches for stylizing motion variations and formations in crowd simulation.

机译:基于人群的方法,用于在人群模拟中对运动变化和形式进行样式化。

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摘要

Crowd simulation is the process of simulating the movement of a large number of objects or autonomous characters. Animating large-scale crowds has emerged in recent years as a challenging problem in film, game, virtual training, and education applications. Traditional crowd simulation approaches typically focus on navigational path-finding and local collision avoidance problems using steering rules and social forces, which are able to successfully synthesize the local movement trajectory of each crowd agent. However, relatively few existing efforts explore how to optimally control individual agents' detailed motions and global strategic formations throughout a crowd. Therefore, the main goal of this dissertation is to propose an agent-based framework for embedding realistic motion variations and group formation behaviors into crowd simulations.;When we apply the animation control scheme above, the perception of motion transitions in a pedestrian crowd is affected by many collective features such as crowd density, appearance variations, motion variations, and sub-group interaction patterns. We conducted a series of psychophysical experiments to investigate how these crowd features can influence human perception on walking motion transitions in a crowd when inexpensive motion blending algorithms are used.;In the high-level crowd behavior simulations, collective group formations are often manually specified via various hard constraints such as pre-defined key-frames of the exact agent distribution. Instead, the global configurations of different group formations in our framework are parameterized from arbitrary user sketches, which are interactively specified during the simulations. In other words, we propose an intuitive yet efficient approach to generate group formations by sketching formation boundaries. Our approach can automatically compute the desired positions for each agent in the target formation and generate the agent correspondences between key-frames.;In the low-level simulations, the key idea of adding variation of agent motions is to dynamically control motion styles of agents through maximizing the style variety of local neighbors and universal style utilization while keeping the style consistency for each agent as natural as possible. Our scheme can serve as a complementary layer for most high-level crowd models to increase the realism of a simulated crowd.
机译:人群模拟是模拟大量对象或自主角色运动的过程。近年来,在电影,游戏,虚拟培训和教育应用中,作为挑战性问题,出现了使大批人群动画化的问题。传统的人群模拟方法通常集中于使用转向规则和社会力量的导航路径查找和局部避碰问题,这些问题能够成功地综合每个人群主体的局部运动轨迹。但是,相对较少的现有工作探索如何在人群中最佳地控制单个特工的详细动议和全球战略构想。因此,本论文的主要目的是提出一种基于主体的框架,将现实的运动变化和群体形成行为嵌入人群仿真中。当我们应用上述动画控制方案时,会影响行人的运动感觉通过许多集体特征,例如人群密度,外观变化,运动变化和小组互动模式。我们进行了一系列的心理物理实验,以研究使用廉价的运动混合算法时这些人群特征如何影响人对人群中步行运动过渡的感知。在高级人群行为模拟中,通常通过手动指定集体群体的形成各种严格的约束条件,例如确切的代理分布的预定义关键帧。取而代之的是,我们框架中不同组形式的全局配置是通过任意用户草图进行参数化的,这些草图在模拟过程中以交互方式指定。换句话说,我们提出了一种直观而有效的方法来通过草绘地层边界来生成组地层。我们的方法可以自动计算目标编队中每个特工的期望位置并生成关键帧之间的特工对应关系。在低级模拟中,添加特工运动变化的关键思想是动态控制特工的运动风格通过最大化本地邻居的样式多样性和通用样式利用率,同时保持每个代理的样式一致性尽可能自然。我们的方案可以用作大多数高级人群模型的补充层,以提高模拟人群的真实感。

著录项

  • 作者

    Gu, Qin.;

  • 作者单位

    University of Houston.;

  • 授予单位 University of Houston.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 117 p.
  • 总页数 117
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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