Computer Animation Algorithms and Techniques Behavioral Animation Crowds
Computer Animation Algorithms and Techniques Behavioral Animation: Crowds Rick Parent Computer Animation
Crowd Applications For evaluation Building evacuation Architecture evaluation - e. g. signage For training & education Military scenarios Emergency response Historical recreations For entertainment: e. g. , background crowds games films - extras Rick Parent Computer Animation
Activities to be modeled walking - building corridor, pathways sitting in stadium cheering milling about - idle behavior, building lobby, train station non-humanoid crowds - e. g. cars, animals, insects Rick Parent Computer Animation
Crowd - wide range of viewing sparse crowd in open area viewed close up individual actions easily recognizable more modeling of individuals • • • dense crowd in constricted area viewed from a distance typical use in films - e. g. Saving Private Ryan, Titanic, Lo. R similar to flocking in extreme, similar to particle system Rick Parent Computer Animation
Qualities of crowd Homogenous v. heterogeneous Individual processing – amount of computation Actions – simple traversal, statistical action, intensions Physics - interacting with environment Intelligence - reasoning capability Rick Parent Computer Animation
Execution environment Real-time v. Off-line computation simple computations avoid n-squared algorithms size limited Rick Parent Computer Animation
Spatial organization Cellular decomposition: Regular 2 D grid Adjacency accessible Density limited Cells define obstructions Continuous space: Step in any direction Need to decipher obstructions Perception needed Rick Parent Computer Animation
Perception Zonal approach – identify perceivable zones Synthetic vision? Memory modeling? Rick Parent Computer Animation
Navigation Fluid flow: density fields, potential functions Particle systems: Individual navigation Flocking systems: individual perception, navigation Rule-based Cognitive modeling Cellular automata Rick Parent Computer Animation
Panic & Congestion handling Personal space - situation dependent Packing people during evacuation Stairwell traversal Exit awareness Personalities - agressive, abling Rick Parent Computer Animation
Uniformity, granularity Background noise: Activity without intention Statistical behavior: On average, intentional activity Individuality: Believable activity at level of individual Rick Parent Computer Animation
Motion & Navigation Path planning Roadmaps Passing on pathways Potential fields Rick Parent Computer Animation
Structure in crowds Homogenous – no individuality Subgroups Group by belief systems A collection of Individuals – personality modeling Rick Parent Computer Animation
Penn Station See animations Rick Parent Computer Animation
Other topics Heterogeneous – pedestrians and cars Data driven crowds – image processing Comparison to real-world situations Rick Parent Computer Animation
Massive http: //www. massivesoftware. com/ Commercial de facto standard See animation Rick Parent Computer Animation
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