Title :
A Whole Surface Approach to Crowd Simulation on Arbitrary Topologies
Author :
Ricks, Brian C. ; Egbert, Parris K.
Author_Institution :
Dept. of Comput. Sci., Brigham Young Univ., Provo, UT, USA
Abstract :
Recent crowd simulation algorithms do path planning on complex surfaces by breaking 3D surfaces into a series of 2.5D planes. This allows for path planning on surfaces that can be mapped from 3D to 2D without distortion, such as multistory buildings. However, the 2.5D approach does not handle path planning on curved surfaces such as spheres, asteroids, or insect colonies. Additionally, the 2.5D approach does not handle the complexity of dynamic obstacle avoidance when agents can walk on walls or ceilings. We propose novel path planning and obstacle avoidance algorithms that work on surfaces as a whole instead of breaking them into a 2.5D series of planes. Our "whole surfaceâ approach simulates crowds on both multistory structures and highly curved topologies without changing parameters. We validate our work on a suite of 30 different meshes, some with over 100,000 triangles, with crowds of 1,000 agents. Our algorithm always averaged more than 40 FPS with virtually no stalling.
Keywords :
computational geometry; computer graphics; digital simulation; solid modelling; 2.5D planes; 3D surfaces; arbitrary topologies; asteroids; crowd simulation; curved surfaces; dynamic obstacle avoidance complexity; highly curved topologies; insect colonies; multistory buildings; multistory structures; path planning; spheres; whole surface approach; Buildings; Collision avoidance; Heuristic algorithms; Navigation; Path planning; Solid modeling; Topology; 3D crowd simulation; Buildings; Collision avoidance; Crowd simulation; Heuristic algorithms; Navigation; Path planning; Solid modeling; Topology; obstacle avoidance; path planning;
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
DOI :
10.1109/TVCG.2013.110