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Continuum Crowds

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Dynamic interactions between people. Intelligent path planning. ... Splat the crowd particles onto a density grid. Approach - Density ... – PowerPoint PPT presentation

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Title: Continuum Crowds


1
Continuum Crowds
  • Adrien Treuille, Siggraph 2006
  • 9557550???

2
Outline
  • Introduction
  • Related work
  • Approach
  • The Governing Equations
  • Optimal Path Computation
  • Speed Density
  • Dynamic Potential Field Approximation
    approximation
  • Result Demo Video
  • Conclusion

3
Introduction
  • What is Crowds?
  • Large groups of people.
  • Enormous complexity and subtlety.

4
Introduction
  • Crowds difficulty
  • Computation
  • Environmental constraints.
  • Dynamic interactions between people.
  • Intelligent path planning.
  • The characteristic of dense crowds
  • Real-time crowd simulation is difficult due to
    large computation.

5
Related work
  • Most previous work has been agent-based
  • Motion is computed separately for each
    individual.
  • It can capture each persons unique situation.
  • Visibility
  • Proximity of other pedestrians
  • Other local factors
  • Different simulation parameters may be defined
    for each member.
  • But

6
Related work (continue)
  • The agent-based approach has some drawbacks.
  • Difficult to consistently produce realistic
    motion.
  • Global path planning for each agent expensive.
  • Most models separate local collision avoidance
    from global path planning.
  • Conflicts arise.

7
Approach - Overview
  • A dynamic potential field model
  • Optimal Path Computation
  • Density Speed Computation
  • The Governing Equations
  • Maximum Speed Field
  • Discomfort Field
  • Unit Cost Field
  • Discretized grid structure
  • Density conversion
  • Unit cost computation
  • Dynamic Potential Field Construction

8
Approach - Overview
  • Program flowchart

9
Approach The Governing Equations
  • Maximum Speed Field f
  • People move at the maximum speed possible.

10
Approach The Governing Equations
  • Discomfort Field
  • People generally follow trodden paths when they
    exist.
  • People do not cross a street until they reach a
    crosswalk
  • Achieving these by assuming a discomfort field.

11
Approach The Governing Equations
  • Unit Cost Field
  • Choose paths as to minimize a linear combination
    of the following three terms.
  • The length of the path
  • The amount of time to the destination
  • The discomfort felt, per unit time, along the path

12
Approach The Governing Equations
  • Unit Cost Field (Continued)
  • Equation (2) can be rewritten as Eq(3)
  • Then Eq(3) can be simplified to Eq(4)

13
Approach Optimal Path Computation
  • A Dynamic Potential Function
  • For any person, the optimal strategy is to move
    opposite the gradient of the this function
  • Else satifies the equation
  • So every person moves with the scaled speed

14
Approach Optimal Path Computation
  • It need to calculate the potential function for
    the group only once
  • With the same identical speed field, discomfort,
    and goal.
  • Calculate potential function is the slowest
    aspect of simulation.
  • As few groups as possible.

15
Approach Speed Density
  • Speed is a density-dependent variable.
  • A crowd density field
  • Slow speed with high density
  • High speed with low density

16
Approach Speed
  • Speed is a density-dependent variable.
  • Convert each person into an individual density
    field.
  • The average velocity field

17
Approach Speed
  • Low density
  • The terrain is bounded to lie within the minimum
    and maximum slopes
  • is the slope of the height
    field h in direction
  • Topographical speed

18
Approach Speed
  • High density
  • Flow speed
  • is average velocity field.

19
Approach Speed
  • Medium density
  • Interpolate between the topographical and flow
    speeds.

20
Approach - Density
  • How to get density to compute the speed field?
  • Splat the crowd particles onto a density grid

21
Approach - Density
  • two requirements of the density conversion
    function
  • The density field must be continuous.
  • Could be satisfied by any number of splatting
    technique, including Bilinear and Gaussian
  • Each person should contribute no less than
    to their own grid cell and no more than to
    any neighboring grid cell.
  • is a threshold.

22
Approach - Density
  • In order to satisfy the second requirement
  • The density is then added to the grid as
  • The density exponent determines the speed of
    density falloff.
  • Then each person contributes at least to their
    grid cell, but no more than to neighboring
    cells, with

23
Approach Density Speed
  • With the density field, we can compute maximum
    speed field f.
  • So we can calculate the unit cost field C

24
Approach The Algorithm
25
Approach Dynamic Potential Field Approximation
  • Dynamic Potential Field Approximation
  • Solve Equation (5) to get potential field is
    expensive

26
Approach Dynamic Potential Field Approximation
  • First find the less costly adjacent grid cell
    along the both x- and y-axes
  • Then use these upwind directions to calculate a
    finite difference approximation to Equation (5)

27
Approach Dynamic Potential Field Construction
  • Algorithm
  • Assigning 0 inside the goal and marked as KNOWN.
  • Assigning all other cells and marked as
    UNKNOWN.
  • Those UNKNWON cells adjacent to KNOWN cells are
    included in the list of CANDIDATE cells and
    approximate by solving Eq. (11)
  • The CANDIDATE cell with the lowest potential is
    marked as KNOWN and its neighbors are marked as
    CANDIDATE and re-approximating the potential.
  • Repeat 4

28
Approach
  • Then we can get each persons position and speed.
  • Maximum speed field f
  • From density field
  • Potential field
  • From unit cost field C
  • From maximum speed field f

29
Result
30
Demo
  • Demo Video

31
Conclusion
  • Advantages
  • The individuals do not face conflicting.
  • Smoother motion than previous methods.
  • Its possible to integrate this model with agent
    models.
  • The moving cars and the UFO in demo are all
    agents.

32
Conclusion
  • Advantages
  • Can capture a number of emergent phenomena.
  • Lane formation
  • Short lived vortices during turbulent congestion.

33
Conclusion
  • Disadvantage
  • Not feasible for real crowds in unknown
    environment.
  • It assume people really know the dynamic
    properties of the environment.
  • It change direction without respect to inertia.
  • Can be solved, but it would not be real-time.
  • Without the flexibility and individual
    variability of the full agent-based approach.
  • Can be solved by adding some agents.

34
QA
  • Any Question?
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