Hybrid Long-Range Collision Avoidancefor Crowd Simulation

Local collision avoidance algorithms in crowd simulation often ignore agents beyond a neighborhood of a certain size. This cutoff can result in sharp changes in trajectory when large groups of agents enter or exit these neighborhoods. In this work, we exploit the insight that exact collision avoidance is not necessary between agents at such large distances, and propose a novel algorithm for extending existing collision avoidance algorithms to perform approximate, long-range collision avoidance. Our formulation performs long-range collision avoidance for distant agent groups to efficiently compute trajectories that are smoother than those obtained with state-of-the-art techniques and at faster rates. Comparison to real-world data demonstrates that crowds simulated with our algorithm exhibit an improved speed sensitivity to density similar to human crowds. Another issue often sidestepped in existing work is that discrete and continuum collision avoidance algorithms have different regions of applicability. For example, low-density crowds cannot be modeled as a continuum, while high-density crowds can be expensive to model using discrete methods. We formulate a hybrid technique for crowd simulation which can accurately and efficiently simulate crowds at any density with seamless transitions between continuum and discrete representations. Our approach blends results from continuum and discrete algorithms, based on local density and velocity variance. In addition to being robust across a variety of group scenarios, it is also highly efficient, running at interactive rates for thousands of agents on portable systems.

[1]  A. Schadschneider,et al.  Ordering in bidirectional pedestrian flows and its influence on the fundamental diagram , 2012 .

[2]  Glenn Reinman,et al.  SteerBench: a benchmark suite for evaluating steering behaviors , 2009 .

[3]  Dinesh Manocha,et al.  Reciprocal n-Body Collision Avoidance , 2011, ISRR.

[4]  Demetri Terzopoulos,et al.  Autonomous pedestrians , 2007, Graph. Model..

[5]  A. Seyfried,et al.  The fundamental diagram of pedestrian movement revisited , 2005, physics/0506170.

[6]  Stéphane Donikian,et al.  Crowd of Virtual Humans: a New Approach for Real Time Navigation in Complex and Structured Environments , 2004, Comput. Graph. Forum.

[7]  Helbing,et al.  Social force model for pedestrian dynamics. , 1995, Physical review. E, Statistical physics, plasmas, fluids, and related interdisciplinary topics.

[8]  Taras I. Lakoba,et al.  Modifications of the Helbing-Molnár-Farkas-Vicsek Social Force Model for Pedestrian Evolution , 2005, Simul..

[9]  Dinesh Manocha,et al.  ClearPath: highly parallel collision avoidance for multi-agent simulation , 2009, SCA '09.

[10]  Dinesh Manocha,et al.  Reciprocal Velocity Obstacles for real-time multi-agent navigation , 2008, 2008 IEEE International Conference on Robotics and Automation.

[11]  Norman I. Badler,et al.  Controlling individual agents in high-density crowd simulation , 2007, SCA '07.

[12]  Bernhard Steffen,et al.  New Insights into Pedestrian Flow Through Bottlenecks , 2009, Transp. Sci..

[13]  Dinesh Manocha,et al.  A statistical similarity measure for aggregate crowd dynamics , 2012, ACM Trans. Graph..

[14]  Paolo Fiorini,et al.  Motion Planning in Dynamic Environments Using Velocity Obstacles , 1998, Int. J. Robotics Res..

[15]  Rahul Narain,et al.  Aggregate dynamics for dense crowd simulation , 2009, SIGGRAPH 2009.

[16]  Michael Gleicher,et al.  Scalable behaviors for crowd simulation , 2004, Comput. Graph. Forum.

[17]  Jun Zhang,et al.  Transitions in pedestrian fundamental diagrams of straight corridors and T-junctions , 2011, 1102.4766.

[18]  Sébastien Paris,et al.  Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach , 2007, Comput. Graph. Forum.

[19]  Joëlle Thollot,et al.  A physically-based particle model of emergent crowd behaviors , 2010, ArXiv.

[20]  Stéphane Donikian,et al.  A synthetic-vision based steering approach for crowd simulation , 2010, SIGGRAPH 2010.

[21]  Dinesh Manocha,et al.  PLEdestrians: a least-effort approach to crowd simulation , 2010, SCA '10.

[22]  Dinesh Manocha,et al.  Real-time navigation of independent agents using adaptive roadmaps , 2007, VRST '07.

[23]  Dinesh Manocha,et al.  Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs , 2008, IEEE Transactions on Visualization and Computer Graphics.

[24]  R. Hughes The flow of human crowds , 2003 .

[25]  Craig W. Reynolds Flocks, herds, and schools: a distributed behavioral model , 1987, SIGGRAPH.

[26]  Mark H. Overmars,et al.  Eurographics/ACM SIGGRAPH Symposium on Computer Animation (2004) , 2022 .

[27]  Adrien Treuille,et al.  Continuum crowds , 2006, SIGGRAPH 2006.

[28]  Petros Faloutsos,et al.  Egocentric affordance fields in pedestrian steering , 2009, I3D '09.

[29]  Dinesh Manocha,et al.  Interactive navigation of multiple agents in crowded environments , 2008, I3D '08.