The aim our work is to create virtual humans as intelligent entities, which includes approximate the maximum as possible the virtual agent animation to the natural human behavior. In order to accomplish this task, our agent must be capable to interact with the environment, interacting with objects and other agents. The virtual agent needs to act as real person, so he should be capable to extract semantic information from the geometric model of the world where he is inserted, based on his own perception, and he realizes his own decision. The movement of the individuals is representing by the combination of two approaches of movement which are, the social force model and the based-rule model. These movements are influenced by a set of socio-psychological rules to give a more realistic result.
Deep Dive into Crowd simulation influenced by agents socio-psychological state.
The aim our work is to create virtual humans as intelligent entities, which includes approximate the maximum as possible the virtual agent animation to the natural human behavior. In order to accomplish this task, our agent must be capable to interact with the environment, interacting with objects and other agents. The virtual agent needs to act as real person, so he should be capable to extract semantic information from the geometric model of the world where he is inserted, based on his own perception, and he realizes his own decision. The movement of the individuals is representing by the combination of two approaches of movement which are, the social force model and the based-rule model. These movements are influenced by a set of socio-psychological rules to give a more realistic result.
IRTUAL human simulations are becoming each time more popular, and many systems are available targeting several domains, as autonomous agents, humans factors analysis, training, education, virtual prototype simulation-based design, and entertainment simulations with autonomous virtual humans, or actors, may use different techniques for the behavioral programming. Most common approaches are based on scripts and hierarchical finite state machines, but many other techniques exist, as the parallel transitions network. Some constraints arise when we deal with crowds of virtual actors different from the modeling of virtual individuals; crowds are ubiquitous feature of everyday life. Human crowds are ubiquitous in the real word, making their simulation a necessity for realistic interactive environments, physically correct crowd models also have applications outside of computer graphics in psychology, transportation research, and architecture.
People have long assembled collectively to observe, to celebrate, or to protest at various happenings. The collective assemblages or gatherings called crowds have been the object of scientific inquiry since the end of 19th century. With computers it becomes possible not only to observe human crowds in the real world, but also to simulate various phenomena from the domain of collective behavior in the virtual environments. Collective behaviors have been studied and modeled with very different purposes. Besides single work concerned with generic crowd simulation, most approaches were application specific, focusing on different aspects of the crowd behavior. As a consequence they employ different modeling techniques ranging from those that do not distinguish individuals such as flow and network models, to those that represent each individual as being controlled by rules based on physical laws or behavioral models. Applications include animation production systems used in entertainment industry, crowd behavior models used in training of military personnel or policemen, crowd motion simulations to support architectural design both for everyday use and for emergency evacuation conditions, simulations of physical aspects of crowd dynamics and finally sociological and behavioral simulations.
Within the framework of our work, we propose a microscopic model of simulation of a virtual crowd with high density in a dynamic and more complex environment. In order to navigate in a complex environment, we need to have an efficient abstract representation of the virtual environment [4] where the agents can rapidly perform wayfinding. For this reason, we use two different approaches for represent our space, which are cell graphs and portal graph. These two approaches of abstract representation can also be used to store some pre-computed information about the environment that will speed up the navigation and also be helpful to achieve fast perception for local motion computation. This virtual environment is similar to our real world, filled with an important number of intelligent entities (e.g. virtual agents, autonomous agents, intelligent objects). The aim of our work is to create virtual humans as intelligent entities in these space, which includes approximate the maximum as possible the virtual agent animation to the natural human behavior. In order to accomplish this task, our agent must be capable to interact with the environment, interacting with objects and other agents. The virtual agent needs to act as real person, so he should be capable to extract semantic information from the geometric model of the world where he is inserted, based on his own perception, and he realizes his own decision. The movement of the individuals is representing by the combination of two approaches of movement which are, the force social model and the rulebased model. These movements are influenced by a set of socio-psychological rules to give a more realistic result.
Computers power increase recently allowed to populate interactive virtual worlds [9] with numerous inhabitants [8]. Crowds are now common in movies and more and more in video games, especially in real-time strategy games. Simulation of real-time virtual crowds is still a difficult challenge given that available computation-time is mainly dedicated to rendering; a need for fast simulation techniques exists. The topic of modeling of pedestrian streams is not new and has been done for many years. The previous focus was on modeling pedestrian streams in urban environments. In these earlier studies, the aim was to determine the dimension of the parameters of walkways. Later the scope was extended to the field of emergency. In the 90’s the simulation of pedestrian streams was integrated in the simulation of intermodal transport facilities. Nowadays, there exist quite a three different approaches for modeling pedestrian streams.
- Macroscopic simulation: Models of this category are field-based simulation models that only deal with densities and flux
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