Research Article
Environmental abstraction and path planning techniques for realistic crowd simulation
Article first published online: 14 JUN 2006
DOI: 10.1002/cav.136
Copyright © 2006 John Wiley & Sons, Ltd.
Issue
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Computer Animation and Virtual Worlds
Special Issue: CASA 2006
Volume 17, Issue 3-4, pages 325–335, July 2006
Additional Information
How to Cite
Paris, S., Donikian, S. and Bonvalet, N. (2006), Environmental abstraction and path planning techniques for realistic crowd simulation. Comp. Anim. Virtual Worlds, 17: 325–335. doi: 10.1002/cav.136
Publication History
- Issue published online: 14 JUN 2006
- Article first published online: 14 JUN 2006
- Manuscript Accepted: 10 MAY 2006
- Manuscript Revised: 2 MAY 2006
- Manuscript Received: 10 APR 2006
- Abstract
- References
- Cited By
Keywords:
- environment description;
- path planning;
- simulation involving virtual humans
Abstract
This paper treats two linked subjects underlying behavioural simulation. First, the way to describe a virtual environment through an informed hierarchical abstract graph. This graph stores some pre-computations such as potential visibility sets, oriented grids, or densities of people, which can be used individually by simulated entities. Second, the way to use this abstract graph to perform a realistic and efficient path planning, which takes care of individual preferences as well as individual knowledge of the environment. Moreover, the path planning method we propose is reactive to some events, reflecting the perceived modifications of the environment, which allows the entity to adapt its behaviour in consequence. Copyright © 2006 John Wiley & Sons, Ltd.

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