Title: Hierarchical Model for Real Time Simulation of Virtual Human Crowds
1Hierarchical Model for Real Time Simulationof
Virtual Human Crowds
- Soraia Raupp Musse and Daniel Thalmann
2Contents
- Introduction
- Related work
- Crowd structure
- Crowd information
- ViCrowd architecture
- Behaviors
- Results discussion
- Conclusions
31. Introduction (1/3)
- ViCrowd
- A behavioral-based multi-level framework to
simulate virtual human crowds in real time - Concepts
- Virtual human agent
- Simulation Entity Crowd Groups Agents
- crowd set of groups, group a group of agents
- Intentions, beliefs, knowledge
- Crowd behavior
- Events
41. Introduction (2/3)
- Problems
- Modeling of crowd information and hierarchical
structure, also concerning its distribution among
groups - Different levels of realism variation in
behavior complexity - The required structure to provide interaction
with groups of agents during the simulation in
real-time - Solutions
- A hierarchy composed of crowd, groups, and agents
is used? Crowd structure - Endowing virtual agents with different levels of
autonomy ? Crowd behavior (programmed, reactive,
autonomous, guided)
51. Introduction (3/3)
- Group based model
- Automatic generation of human crowds based on
groups - Groups are more intelligent than individuals.
- Real time Requirements and information
optimization - Based on flocking systems
- Contributions
- Multi-level hierarchy
- Various degrees of autonomy
- Group-based behaviors
62. Related Work (1/2)
- Modeling the motion of groups with significant
physics - Particle systems Bouvier
- Crowd simulation with dynamics Brogan
- Distributed behavior model for simulating flocks
Reynolds - Methods to simulate the movement of pedestrians
Helbing - Local rules for controlling collective behaviors
Matraric, Noser - Behavioral animation for creating artificial life
Terzopoulos - Presenting the problem of building autonomous
animated creatures for interactive virtual
environments Blumberg - IMPROV a system for scripting interactive actors
Perlin - Simulating crowds of ants in an automatic way
PDI, PIXAR - Bugs Life 4466 different individual motions to
describe 228 different behaviors
72. Related Work (2/2)
83. Crowd Structure (1/2)
- Distributing the crowd behaviors to the groups
and then to the individuals
93. Crowd Structure (2/2)
- Two ways of setting the parameters
- Scripted control defines scripted behaviors of
the crowd - External control specifies guided behaviors
- The intelligence, memory, intention and
perception are focalized in the group structure.
104. Crowd Information (1/17)
- Knowledge/belief/intention
114. Crowd Information (2/17)
- Knowledge
- Information of the virtual environment
- the real position of a chair
- concerns the memory of groups related to the past
experiences as well as perception related to
agents and groups. - Crowd obstacles
- Crowd motion and action
- Group Knowledge
124. Crowd Information (3/17)
- Knowledge
- Crowd obstacles
- declaration of all objects of the scene
- declaration of the areas where the crowd can
walk. - declaring some regions where the crowd can walk
with some obstacles to be avoided
134. Crowd Information (4/17)
- Knowledge
- Crowd motion and action
- Described using goals
- Goals IP AP
- Individual AP
- Shared AP
- The agents from the same group share the same
goals. - The paths for the different agents from the same
group can be similar but are never the same
because they cannot occupy the same sub-region.
144. Crowd Information (5/17)
- Knowledge
- Group knowledge
- Memory
- A structure where the leaders perceived
information can be stored and processed
afterwards depending on the specified behavioral
rules ? The memory of groups is processed only
by the leader of the group - The size of the memory (capacity of storage) can
be pre-defined for each group of crowd. - Group perception
- Some group associated parameters knowledge,
beliefs and intentions - Location of groups/agents
- Associated to just the leader of group
154. Crowd Information (6/17)
- Beliefs
- Emotion the list of behaviors to be applied by
the groups - Can be shared or be redefined.
- Crowd and group behaviors
- High-level behaviors for crowds programmed in the
script language or directly informed using guided
control - 8 group behaviors
- Flocking, following, goal changing, attraction,
repulsion, split, space adaptability,
safe-wandering
164. Crowd Information (7/17)
- Beliefs
- Crowd and group behaviors
- Flocking
- Group ability to walk together at the same speed
towards the same goals - In real life, people walk in groups
- Rules for flocking
- The agents from the same group share the same
list of goals - They walk at similar speeds
- They follow the paths generated in Section 3.2.1
- One agent can wait for another on arrival at a
goal when another agent from the same group is
missing
175. Crowd Information (8/17)
- Beliefs
- Crowd and group behaviors
- Following
- Group ability to follow a group or an individual
motion - Permanent/temporary
- Goal changing
- Agents can have the intention of changing groups
- The relationship with all groups
- Its domination status
184. Crowd Information (9/17)
- Beliefs
- Crowd and group behaviors
- Attraction
- Groups of agents are attracted around an
attraction point
194. Crowd Information (10/17)
- Beliefs
- Crowd and group behaviors
- Repulsion
- Groups ability to be repulsed from a specific
location or region
204. Crowd Information (11/17)
- Beliefs
- Crowd and group behaviors
- Split
- The subdivision of a group to generate one or
more groups
214. Crowd Information (12/17)
- Beliefs
- Crowd and group behaviors
- Space Adaptability
- Group ability to occupy all the walking space
224. Crowd Information (13/17)
- Beliefs
- Crowd and group behaviors
- Safe-Wandering
- Evaluate and avoid collision contacts with agents
and objects
234. Crowd Information (14/17)
- Beliefs
- Emotional status
- Subjective climate to be simulated
- E.g. sad, calm, regular, happy,
explosive - Parameters Way of walking, Walking speed, The
range of basic actions - Emotion distribution
- Emotional status can trigger an event.
- Emotion can be changed as a function of triggered
events and reactions
244. Crowd Information (15/17)
- Beliefs
- Individual beliefs
- Basically, individuals are just able to walk
whereas avoid collision with obstacles and other
agents. - When the sociological effects are applied, its
possible for the individuals to have a more
complex structure of parameters including - Goal-changing behavior, group behavior (see
Section 3.2.2.1) - A value for the relationship with all groups
(between 0 and 1) - A value for its domination status
254. Crowd Information (16/17)
- Intentions
- Groups intentions
- Goals and actions to be applied
- Individuals intentions
- Follow group or change of groups
- Be leader dependent on domination value
264. Crowd Information (17/17)
- Inter-Relationship among information
275. ViCrowd Architecture
- Low-level behavior generation for each
group - Modification of low-level behaviors of
groups due to sociological effects - Modification of low-level behaviors of
groups due to reaction triggering events
(informed in the script language or by the
external control) - Distribution of groups low-level behaviors
to the individuals
286. Behaviors (1/8)
- Programmed behaviors
- Script language
- To program specific behaviors in ViCrowd
- To deal with three kinds of information
- Geometric information
- Behavioral information
- Simulation information
- To provide predefined commands to easily specify
crowd behaviors
296. Behaviors (2/8)
- Programmed behaviors
- IPs and APs Generation
IP0 POSITION ( 1000 0 2500 ) ORIENTATION ( 0.87 0
0.4 ) ASSOCIATED_REGION 3 PTS ( 1300 0 5600 ) (
2100 0 4200 ) ( 1250 0 200 ) AP0 POSITION ( 1000
0 2500 ) ORIENTATION ( 0.87 0 0.4
) ASSOCIATED_REGION 2 PTS ( 1300 0 5600 ) ( 2100
0 4200 ) TYPE SHARED ACTION PARAMETERS KEYFRAME
applause
306. Behaviors (3/8)
- Programmed behaviors
- Crowd behavior generation
CROWD_SEMANTIC INTENTION PERCENTAGE 20 GOES TO
IP0 APPLIES AP0 PERCENTAGE 40 DOES
NOTHING BELIEFS EMOTION ALL HAPPY LEADER
PERCENTAGE 10 GROUP_BEHAVIORS ADAPTABILITY
PERCENTAGE 20 FLOCKING GROUP_5 SET
SOCIOLOGICAL_EFFECTS ON
316. Behaviors (4/8)
- Reactive behaviors
- Autonomous crowd
- Crowd has the ability to react to events.
- Event
- can trigger a reaction.
- Global events, local events, emotional events
- ltwhengt, ltwhogt
- Reaction
- Contains the definition of the behaviors to be
applied. - ltmotiongt, ltactiongt, ltinternal_status_changegt,
ltposturegt, etc
326. Behaviors (5/8)
- Reactive behaviors
- Event
- Reaction
event BUS_STOP WHEN CONDITION (Object_bus NEAR
IP_BUS) WHO ALL_GROUPS NEAR IP_BUS
Reaction TAKE_THE__BUS ACTION KEYFRAME
take_bus MOTION ATTACH Object_bus CHANGE_EMOTI
ON HAPPY
336. Behaviors (6/8)
CROWD_STATUS PARTY PERCENTAGE 70
HUNGRY PERCENTAGE 30 SOCIAL
event HUNGRY WHO GROUP_STATUS HUNGRY WHEN
EVENT FOOD MATCHED reaction HUNGRY MOTION GO TO
TABLE / TABLE IP / ACTION INTERACTION SOBJ
TABLE
event CHANGE WHO GROUP_STATUS HUNGRY AND WHEN
INTERACTION SOBJ TABLE MATCHED AND REACTION
HUNGRY MATCHED reaction CHANGE GROUP_STATUS
SOCIAL
346. Behaviors (7/8)
- External behaviors
- Guided crowd
- A client/server system to combine a Rule-Based
Behavior System (RBBS) and ViCrowd - The RBBS is able to control groups or individuals
by sending the information specifying what
motion, action, event or reaction is to be
applied. - Behavioral rules have a simple syntax
rule2 if ((Laura needs to take the train and
(Laura has no ticket)) then (Laura goes to
counter to buy one)
356. Behaviors (8/8)
- External behaviors
- Group memory
- A guided behavior has priority over all scripted
behaviors.
367. Results Discussion (1/2)
- Simulations of crowds can be done in general
virtual environments
(SB)(GB) (RB)
(SB)
(SB)(RB)
(SB)(GB)
377. Results Discussion (2/2)
388. Conclusions
- The possibility of generating simulations with
various levels of realism, including scripted,
reactive, and guided behavior. - The hierarchical structure used to model crowds
based mainly on groups instead of individuals.