real-time crowd movement on large scale terrains speaker: alvin date:4/26/2004from:tpcg03
Post on 21-Dec-2015
213 views
TRANSCRIPT
Real-time Crowd Movement Real-time Crowd Movement On Large Scale TerrainsOn Large Scale Terrains
Speaker: AlvinSpeaker: Alvin
Date:4/26/2004Date:4/26/2004
From:TPCG03From:TPCG03
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
22
OutlineOutline
IntroductionIntroductionTerrain GenerationTerrain GenerationPath PlanningPath PlanningCoordinated Movements of CrowdsCoordinated Movements of CrowdsGroup Behaviour ModellingGroup Behaviour ModellingResultResultConclusionConclusion
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
33
IntroductionIntroduction
A powerful tool for computer animation A powerful tool for computer animation design.design.
Simulate the coordinated movement of a Simulate the coordinated movement of a large crowd with respect to complex large crowd with respect to complex dynamic environments.dynamic environments.Additional CostAdditional CostPosition Update (path planning)Position Update (path planning)Collision DetectionCollision Detection
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
44
Introduction Cont.Introduction Cont.
Dynamic LOD data structure is used.Dynamic LOD data structure is used.A rule-based system with spatial data A rule-based system with spatial data
structure is employed.structure is employed.A novel local alignment algorithm is A novel local alignment algorithm is
developed.developed.Over 1,000 agents as simple graphics Over 1,000 agents as simple graphics
representations can be generated in real-representations can be generated in real-time.time.
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
55
Terrain GenerationTerrain Generation
Terrain Image MapTerrain Image Map Height MapHeight Map Terrain Type MapTerrain Type Map
BSP Tree Data Structure for LODBSP Tree Data Structure for LOD The navigation problem has been The navigation problem has been
reduced from 6 DOF to 3reduced from 6 DOF to 3
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
66
Path PlanningPath Planning
A modified A* path planning A modified A* path planning algorithm is used.algorithm is used.
The A* grid with an agent current The A* grid with an agent current position and its 8 neighboring position and its 8 neighboring cells.cells.
OPEN list & CLOSED list are OPEN list & CLOSED list are created representing the map created representing the map location and costs.location and costs.
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
77
Coordinated Movements of CrowdsCoordinated Movements of Crowds
Grid points are covered by water or at high Grid points are covered by water or at high ground are deactivated.ground are deactivated.
SubgoalsSubgoals Too many – slow down the decision.Too many – slow down the decision. Few – Lead erroneous or unrealistic movements of Few – Lead erroneous or unrealistic movements of
the crowd.the crowd.
Scan a circular area around the subgoal covered Scan a circular area around the subgoal covered by the tangent plane.by the tangent plane.
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
88
Group Behaviour ModellingGroup Behaviour Modelling
Behaviour RulesBehaviour RulesSeparationSeparationAlignmentAlignmentCohesionCohesionAvoidanceAvoidance
Locality QueryLocality QueryCollision AvoidanceCollision AvoidanceUse Quad-tree to Sort the AgentsUse Quad-tree to Sort the Agents
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
99
ResultResult
Table : Simulation Profile
Average FPS Minimum Maximum Name
35.8 4.3 74.6 OpenGL display function
7.2 1.0 32.8 Render terrain
0.1 1.0 13.4 Render obstacles
37.3 20.9 56.2 Render agents
1.71.7 0.10.1 37.837.8 Statistic text rendering
15.915.9 0.50.5 36.236.2 Update agent
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
1010
ResultResult
Two groups with 350 members in each of the groups moving towards the same goal.63 FPS
1,000 agents moving with obstacle avoidance.
13 FPS
1,000 agents moving pass narrow valley.
9 FPS
Alivn/GAME LAB/CSIE/NDHUAlivn/GAME LAB/CSIE/NDHU Real-time Crowd Movement On Large Scale TerrainReal-time Crowd Movement On Large Scale Terrainss
1111
ConclusionConclusion
Simulate coordinated movement of large Simulate coordinated movement of large crowds on complex terrains with the crowds on complex terrains with the desired frame rate.desired frame rate.
FSM (Final State Machines)FSM (Final State Machines)Dynamic LOD & Path PlanningDynamic LOD & Path PlanningDevelop a novel local alignment algorithm.Develop a novel local alignment algorithm.Communication between the agents can Communication between the agents can
be a further research work.be a further research work.