Crowd and Multi-agent Simulation
Crowd and multi-agent simulation is the process of simulating large numbers of people, creatures, or other characters, each interacting in one environment. These actors are expected to move to their goals, interact with their environment, and respond to each other. Crowd simulations have many uses, including improving architectural planning, enhancing training environments and virtual realities, and driving artificially-intelligent (AI) characters in games and movies. Our group has worked on many problems in crowd simulation, including fast, guaranteed, collision avoidance, real-time path and motion planning, crowd flows, and directed behaviors. See also our related work in motion and path planning for single and multiple robots or agents.
- Pedestrian Detection in Unannotated Videos using Synthetically Generated Human-agents for Training, AAAI 2018
- LCrowdV: Procedural framework for generating crowd videos, ECCVW 2016
- WarpDriver: context-aware probabilistic motion prediction for crowd simulation, SIGGRAPH Asia 2016
- Interactive Crowd Simulation Using Elliptical Agents, ICRA 2016
- PedVR: Simulating Gaze-Based Interactions between a Real User and Virtual Crowds, ACM VRST 2016
- Procedural framework for generating crowd videos, ECCV Workshop 2016
- Realtime Crowd Tracking and Data-Driven Simulation, Projects Collection
- GLMP – Realtime Pedestrian Path Prediction using Global and Local Movement Patterns, ICRA 2016
- Interactive and Adaptive Data-Driven Crowd Simulation, IEEE VR 2016
- Online parameter learning for data-driven crowd simulation and content generation , Computers&Graphics 2016
- Menge: A Modular Framework for Crowd Movement Simulation, Software Package/Collective Dynamics 2016
- BSwarm: Biologically-Plausible Dynamics Model of Insect Swarms, SCA 2015
- Biologically-Inspired Visual Simulation of Insect Swarms, EUROGRAPHICS 2015
- Efficient Trajectory Extraction and Parameter Learning for Data-Driven Crowd Simulation, GI 2015
- Generating Pedestrian Trajectories Consistent with the Fundamental Diagram Based on Physiological and Psychological Factors, PLOS ONE 2015
- Interactive Crowd Content Generation and Analysis using Trajectory-level Behavior Learning, ISM 2015
- REACH – Realtime Crowd tracking using a Hybrid motion model, ICRA 2015
- Predicting Pedestrian Trajectories using Velocity-Space Reasoning, IJRR 2015
- Ped-Air: a Simulator for Loading, Unloading, and Evacuating Aircraft, Pedestrian and Evacuation Dynamics 2014
- DenseSense: Interactive Crowd Simulation using Density-Dependent Filters, SCA 2014
- Realtime Multilevel Crowd Tracking, ICPR 2014
- Parameter Estimation and Comparative Evaluation of Crowd Simulations, EUROGRAPHICS 2014
- Hybrid Long-Range Collision Avoidance for Crowd Simulation, I3D 2013/IEEE TVCG 2014
- Crowd Simulation for Games, Software Package
- Velocity-Based Modeling of Physical Interactions in Multi-Agent Simulations, SCA/Visual Computer 2013
- A Statistical Similarity Measure for Aggregate Crowd Dynamics, SIGGRAPH Asia 2012
- Interactive Simulation of Dynamic Crowd Behaviors using General Adaptation Syndrome Theory, I3D 2012
- Optimal Reciprocal Collision Avoidance, ISRR 2011
- Pedestrian Velocity Obstacles: Pedestrian Simulation through Reasoning in Velocity Space, Projects Collection
- Simulation and Analysis of Large Crowds (e.g. Crowd Modeling in Mataf, Mecca), Visual Analysis of Large Crowds 2011
- Simulating Heterogeneous Crowd Behaviors Using Personality Trait Theory, SCA 2011
- Directing Crowd Simulations Using Navigation Fields, IEEE TVCG 2011
- A Least-effort Approach to Crowd Simulation, SCA 2010
- Synthesizing Human Motion in Constrained Environments, Projects Collection
- Modeling Collision Avoidance Behavior for Virtual Humans, AAMAS 2010
- Aggregate Dynamics for Dense Crowd Simulation, SIGGRAPH Asia 2009
- Highly Parallel Collision Avoidance for Multi-agent Simulation, SCA 2009
- Composite Agents, SCA 2008
- Interactive Navigation of Individual Agents in Crowded Environments, I3D 2008
- Navigating Virtual Agents in Online Virtual Worlds, Web3D Symposium 2008
- Real-time Navigation of Independent Agents Using Adaptive Roadmaps, VRST 2007
- Real-time Path Planning for Virtual Agents in Dynamic Environments, IEEE VR/TVCG 2007
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