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Combining GPU-generated linear trajectory segments to create collision-free paths for real-time ambient crowds
Ambient crowds are used widely in today’s computer games and movies. In this study, a real-time steering-free ambient crowd navigation technique is presented, which combines linear and constant-speed trajectory segments end-to-end to provide collision-free paths to simulated agents. This method seek...
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Published in: | Graphical models 2018-09, Vol.99, p.31-45 |
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Main Authors: | , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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Summary: | Ambient crowds are used widely in today’s computer games and movies. In this study, a real-time steering-free ambient crowd navigation technique is presented, which combines linear and constant-speed trajectory segments end-to-end to provide collision-free paths to simulated agents. This method seeks spatio-temporal space to find such trajectory segments by utilizing specialized features of the GPU. Each segment is required to come one after another, and at the transition points, the segments are restricted to have direction and/or speed changes within certain limits. Experiments revealed that the proposed multi-segment path technique can create denser crowds by simulating more agents (up to 53% on average and up to 44% as a maximum) than the single-segment path method existing in the literature. It is also shown in the experiments that the presented technique requires less time per navigated agent per time step (up to 98%) than a popular velocity-based microscopic method. |
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ISSN: | 1524-0703 1524-0711 |
DOI: | 10.1016/j.gmod.2018.07.002 |