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Computer Animation Rick Parent Computer Animation Algorithms and Techniques Behavioral Animation: Crowds.

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Presentation on theme: "Computer Animation Rick Parent Computer Animation Algorithms and Techniques Behavioral Animation: Crowds."— Presentation transcript:

1 Computer Animation Rick Parent Computer Animation Algorithms and Techniques Behavioral Animation: Crowds

2 Computer Animation Rick Parent Crowd Applications For evaluation Building evacuation Architecture evaluation - e.g. signage For training & education Military scenarios Emergency response Historical recreations For entertainment: e.g., background crowds games films - extras

3 Computer Animation Rick Parent Activities to be modeled walking - building corridor, pathways non-humanoid crowds - e.g. cars, animals, insects sitting in stadium cheering milling about - idle behavior, building lobby, train station

4 Computer Animation Rick Parent Crowd - wide range of viewing sparse crowd in open area viewed close up individual actions easily recognizable more modeling of individuals dense crowd in constricted area viewed from a distance typical use in films - e.g. Saving Private Ryan, Titanic, LoR similar to flocking in extreme, similar to particle system

5 Computer Animation Rick Parent Qualities of crowd Homogenous v. heterogeneous Intelligence - reasoning capability Individual processing – amount of computation Physics - interacting with environment Actions – simple traversal, statistical action, intensions

6 Computer Animation Rick Parent Execution environment Real-time v. Off-line computation simple computations avoid n-squared algorithms size limited

7 Computer Animation Rick Parent Spatial organization Cellular decomposition: Regular 2D grid Adjacency accessible Density limited Cells define obstructions Continuous space: Step in any direction Need to decipher obstructions Perception needed

8 Computer Animation Rick Parent Perception Zonal approach – identify perceivable zones Memory modeling? Synthetic vision?

9 Computer Animation Rick Parent Navigation Rule-based Fluid flow: density fields, potential functions Cognitive modeling Flocking systems: individual perception, navigation Particle systems: Individual navigation Cellular automata

10 Computer Animation Rick Parent Panic & Congestion handling Personal space - situation dependent Packing people during evacuation Stairwell traversal Exit awareness Personalities - agressive, abling

11 Computer Animation Rick Parent Uniformity, granularity Individuality: Believable activity at level of individual Background noise: Activity without intention Statistical behavior: On average, intentional activity

12 Computer Animation Rick Parent Motion & Navigation Potential fields Path planning Passing on pathways Roadmaps

13 Computer Animation Rick Parent Structure in crowds A collection of Individuals – personality modeling Homogenous – no individuality Subgroups Group by belief systems

14 Computer Animation Rick Parent Penn Station See animations

15 Computer Animation Rick Parent Other topics Comparison to real-world situations Heterogeneous – pedestrians and cars Data driven crowds – image processing

16 Computer Animation Rick Parent Massive http://www.massivesoftware.com/ Commercial de facto standard See animation


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