real-time crowd movement on large scale terrains speaker: alvin date:4/26/2004from:tpcg03

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Real-time Crowd Real-time Crowd Movement On Large Movement On Large Scale Terrains Scale Terrains Speaker: Alvin Speaker: Alvin Date:4/26/2004 Date:4/26/2004 From:TPCG03 From:TPCG03

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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

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OutlineOutline

IntroductionIntroductionTerrain GenerationTerrain GenerationPath PlanningPath PlanningCoordinated Movements of CrowdsCoordinated Movements of CrowdsGroup Behaviour ModellingGroup Behaviour ModellingResultResultConclusionConclusion

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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

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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.

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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

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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.

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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.

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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

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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

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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

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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.