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Preserving the Motion Features in Nonavoiding Collision Crowds

Published: 04 April 2017 Publication History

Abstract

In current games, entire cities can be rendered in real time into massive virtual worlds. In addition to the enormous details of geometry, rendering, effects (e.g., particles), sound effects, and so on, nonplayable characters must also be animated and rendered, and they must interact with the environment and among themselves. Indeed, the computation time of all such data is expensive. Consequently, game designers should define priorities so that more resources can be allocated to generate better graphics, setting aside behavioral aspects. In huge environments, some of the actions/behaviors that should be processed can be nonvisible to the players (occluded) or even visible but far away. Normally, in such cases, the common decision is to turn off such processing. However, hidden enemy behaviors that are not processed can result in nonrealistic feedback to the player. In this article, we aim to provide a method to preserve the motion of nonvisible characters while maintaining a compromise with the needed computational time of background behaviors. We apply this idea specifically in crowd collision behavior, proposing nonavoiding collision crowds. Such crowds do not have collision avoidance behaviors but preserve their motion as typical crowds. We propose a mathematical technique to describe how people are affected by others, so collision avoidance methods are not necessarily computed (they can be turned off, which leads to a reduction in the required computational time). Results show that our method replicates the behavior well (velocities, densities, and time) when compared to a free-of-collision method.

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Cited By

View all
  • (2023)Virtual CharactersStepping into Virtual Reality10.1007/978-3-031-36487-7_4(81-124)Online publication date: 12-Aug-2023
  • (2021)A history of crowd simulation: the past, evolution, and new perspectivesThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-021-02252-w37:12(3077-3092)Online publication date: 1-Dec-2021
  • (2017)Predicting Future Crowd Motion Including Event TreatmentIntelligent Virtual Agents10.1007/978-3-319-67401-8_11(101-104)Online publication date: 26-Aug-2017

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Information

Published In

cover image Computers in Entertainment
Computers in Entertainment   Volume 15, Issue 3
Theoretical and Practical Computer Applications in Entertainment
Fall 2017
85 pages
EISSN:1544-3574
DOI:10.1145/3044431
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 04 April 2017
Accepted: 01 February 2017
Revised: 01 May 2016
Received: 01 November 2015
Published in CIE Volume 15, Issue 3

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Author Tags

  1. Crowd simulation
  2. collision avoidance
  3. virtual agents

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  • Refereed

Funding Sources

  • Brazilian research agencies CAPES and CNPq

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Cited By

View all
  • (2023)Virtual CharactersStepping into Virtual Reality10.1007/978-3-031-36487-7_4(81-124)Online publication date: 12-Aug-2023
  • (2021)A history of crowd simulation: the past, evolution, and new perspectivesThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-021-02252-w37:12(3077-3092)Online publication date: 1-Dec-2021
  • (2017)Predicting Future Crowd Motion Including Event TreatmentIntelligent Virtual Agents10.1007/978-3-319-67401-8_11(101-104)Online publication date: 26-Aug-2017

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