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

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Presentation on theme: "Real-time Crowd Movement On Large Scale Terrains Speaker: Alvin Date:4/26/2004From:TPCG03."— Presentation transcript:

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

2 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 2 Outline Introduction Introduction Terrain Generation Terrain Generation Path Planning Path Planning Coordinated Movements of Crowds Coordinated Movements of Crowds Group Behaviour Modelling Group Behaviour Modelling Result Result Conclusion Conclusion

3 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 3 Introduction A powerful tool for computer animation design. A powerful tool for computer animation design. Simulate the coordinated movement of a large crowd with respect to complex dynamic environments. Simulate the coordinated movement of a large crowd with respect to complex dynamic environments. Additional Cost Additional Cost Position Update (path planning) Position Update (path planning) Collision Detection Collision Detection

4 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 4 Introduction Cont. Dynamic LOD data structure is used. Dynamic LOD data structure is used. A rule-based system with spatial data structure is employed. A rule-based system with spatial data structure is employed. A novel local alignment algorithm is developed. A novel local alignment algorithm is developed. Over 1,000 agents as simple graphics representations can be generated in real- time. Over 1,000 agents as simple graphics representations can be generated in real- time.

5 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 5 Terrain Generation Terrain Image Map Terrain Image Map Height Map Height Map Terrain Type Map Terrain Type Map BSP Tree Data Structure for LOD BSP Tree Data Structure for LOD The navigation problem has been reduced from 6 DOF to 3 The navigation problem has been reduced from 6 DOF to 3

6 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 6 Path Planning A modified A* path planning algorithm is used. A modified A* path planning algorithm is used. The A* grid with an agent current position and its 8 neighboring cells. The A* grid with an agent current position and its 8 neighboring cells. OPEN list & CLOSED list are created representing the map location and costs. OPEN list & CLOSED list are created representing the map location and costs.

7 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 7 Coordinated Movements of Crowds Grid points are covered by water or at high ground are deactivated. Grid points are covered by water or at high ground are deactivated. Subgoals Subgoals Too many – slow down the decision. Too many – slow down the decision. Few – Lead erroneous or unrealistic movements of the crowd. Few – Lead erroneous or unrealistic movements of the crowd. Scan a circular area around the subgoal covered by the tangent plane. Scan a circular area around the subgoal covered by the tangent plane.

8 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 8 Group Behaviour Modelling Behaviour Rules Behaviour Rules Separation Separation Alignment Alignment Cohesion Cohesion Avoidance Avoidance Locality Query Locality Query Collision Avoidance Collision Avoidance Use Quad-tree to Sort the Agents Use Quad-tree to Sort the Agents

9 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 9 Result Table : Simulation Profile Average FPSMinimumMaximumName 35.84.374.6OpenGL display function 7.21.032.8Render terrain 0.11.013.4Render obstacles 37.320.956.2Render agents 1.70.137.8Statistic text rendering 15.90.536.2Update agent

10 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 10 Result 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

11 Alivn/GAME LAB/CSIE/NDHUReal-time Crowd Movement On Large Scale Terrains 11 Conclusion Simulate coordinated movement of large crowds on complex terrains with the desired frame rate. Simulate coordinated movement of large crowds on complex terrains with the desired frame rate. FSM (Final State Machines) FSM (Final State Machines) Dynamic LOD & Path Planning Dynamic LOD & Path Planning Develop a novel local alignment algorithm. Develop a novel local alignment algorithm. Communication between the agents can be a further research work. Communication between the agents can be a further research work.


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