Position-Based Multi-Agent Dynamics for Real-Time Crowd Simulation (MiG paper)
February 07, 2018 Β· Declared Dead Β· π Motion in Games
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Authors
Tomer Weiss, Alan Litteneker, Chenfanfu Jiang, Demetri Terzopoulos
arXiv ID
1802.02673
Category
cs.GR: Graphics
Citations
33
Venue
Motion in Games
Last Checked
6 months ago
Abstract
Exploiting the efficiency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance to simulate both sparse and dense crowds. On the particles representing agents, we formulate a set of positional constraints that can be readily integrated into a standard PBD solver. We augment the tentative particle motions with planning velocities to determine the preferred velocities of agents, and project the positions onto the constraint manifold to eliminate colliding configurations. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials. We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new method is suitable for use in interactive games.
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