A Framework for Rendering, Simulation and Animation of Crowds

Real-time crowd simulation for virtual environment applications requires not only navigation and locomotion in large environments while avoiding obstacles and agents, but also rendering high quality 3D fully articulated figures to enhance realism. In this paper, we present a framework for real-time simulation of crowds. The framework is composed of a Hardware Accelerated Character Animation Library (HALCA), a crowd simulation system that can handle large crowds with high densities (HiDAC), and an Animation Planning Mediator (APM) that bridges the gap between the global position of the agents given by HiDAC and the correct skeletal state so that each agent is rendered with natural locomotion in real-time. The main goal of this framework is to allow high quality visualization and animation of several hundred realistic looking characters (about 5000 polygons each) navigating virtual environments on a single display PC, a HMD (Head Mounted Display), or a CAVE system. Results of several applications on a number of platforms are presented.

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

[2]  Jirí Zára,et al.  Polypostors: 2D polygonal impostors for 3D crowds , 2008, I3D '08.

[3]  Carol O'Sullivan,et al.  Clone attack! Perception of crowd variety , 2008, SIGGRAPH 2008.

[4]  Lucas Kovar,et al.  Motion graphs , 2002, SIGGRAPH Classes.

[5]  Daniel Thalmann,et al.  Hierarchical Model for Real Time Simulation of Virtual Human Crowds , 2001, IEEE Trans. Vis. Comput. Graph..

[6]  Jirí Zára,et al.  Skinning with dual quaternions , 2007, SI3D.

[7]  Alla Safonova,et al.  Achieving good connectivity in motion graphs , 2008, SCA '08.

[8]  Yiorgos Chrysanthou,et al.  A case study of a virtual audience in a reconstruction of an ancient Roman Odeon in Aphrodisias , 2005, SIGGRAPH Courses.

[9]  Manfred Lau,et al.  Precomputed search trees: planning for interactive goal-driven animation , 2006, SCA '06.

[10]  Carol O'Sullivan,et al.  Geopostors: a real-time geometry/impostor crowd rendering system , 2005, SIGGRAPH '05.

[11]  Céline Loscos,et al.  Image/Based Crowd Rendering , 2002, IEEE Computer Graphics and Applications.

[12]  Giuseppe Marino,et al.  Real-Time Global Illumination for VR Applications , 2008, IEEE Computer Graphics and Applications.

[13]  Zoran Popovic,et al.  Motion warping , 1995, SIGGRAPH.

[14]  Norman I. Badler,et al.  Modeling Crowd and Trained Leader Behavior during Building Evacuation , 2006, IEEE Computer Graphics and Applications.

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

[16]  Daniel Thalmann,et al.  A case study of a virtual audience in a reconstruction of an ancient Roman odeon in Aphrodisias , 2004, VAST.

[17]  Marino,et al.  "Cluster-based rendering of complex virtual environments." , 2007 .

[18]  Dirk Helbing,et al.  Simulating dynamical features of escape panic , 2000, Nature.

[19]  Massimo Bergamasco,et al.  Lowering the development time of multimodal interactive application: the real-life experience of the XVR project , 2005, ACE '05.

[20]  Stephen Chenney,et al.  Flow tiles , 2004, SCA '04.

[21]  Dani Lischinski,et al.  Crowds by Example , 2007, Comput. Graph. Forum.

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

[23]  Daniel Thalmann,et al.  Crowdbrush: interactive authoring of real-time crowd scenes , 2004, SCA '04.

[24]  Daniel Thalmann,et al.  Real-time display of virtual humans: levels of details and impostors , 2000, IEEE Trans. Circuits Syst. Video Technol..

[25]  David C. Brogan,et al.  Group Behaviors for Systems with Significant Dynamics , 1997, Auton. Robots.

[26]  Daniel Cohen-Or,et al.  Efficient cells‐and‐portals partitioning , 2006, Comput. Animat. Virtual Worlds.

[27]  Adrien Treuille,et al.  Continuum crowds , 2006, ACM Trans. Graph..