Directing Crowd Simulations using Navigation FieldsSachin Patil, Jur van den Berg, Sean Curtis, Ming Lin and Dinesh ManochaUniversity of North Carolina at Chapel Hill Abstract Virtual crowds have been used extensively in
entertainment, training,
education, and robotics. One of the challenges in modeling
virtual crowds is user control and authoring of the
multi-agent simulation to generate desired outcomes quickly
and effectively. In this work, we present a novel
approach based on navigation
fields to direct and control virtual
crowds. Our method guides one or more agents towards desired goals
based on guidance trajectories. The system allows the user to sketch
the paths directly in the scene or import motion fields extracted
from real-life video footage.
The input guidance fields are blended together to form a goal-directed
navigation field to direct virtual crowds. Our approach is complementary to many
existing
agent-based simulation systems and its usefulness and flexibility is
illustrated through examples in which the user creates and edits
complex simulations interactively, which otherwise would be difficult
to achieve using traditional methods.
Paper (under review) (PDF 9.1 MB) Video (100MB - DIVX) Approach ![]() Four groups:
Four
groups of agents navigate to the
opposite corner of the environment. Typical agent-based
systems lead to congestion in the center. Our approach allows the user
to edit the outcome of the simulation at run-time with ease
(as illustrated below):
Group level motion edit:
One
guidance field is specified for each of
the four groups of agents. Intermediate frames from the
simulation are shown. Our approach allows the user to edit the
trajectories of agents at an individual group level at run-time.
Global guidance fields
: A global guidance field (clockwise) is applied to all the
agents. Intermediate frames from the simulation are shown.
Crosswalk:
Crosswalk simulation:
User specifies guidance fields to generate lane formation in the
simulation. Our approach provides the user with precise control over
when and where lanes form in the simulation.
Subway station:
Subway station simulation:
Subway station lobby with passengers entering/exiting the station.
Typical
agent-based systems cause congestion at the turnstiles. The
user specifies guidance fields (shown in red and blue) for different
groups of agents. Our algorithm computes goal-directed
navigation fields to guide the agents towards their original goals
while conforming to user specified flows. Guidance fields from video:
Intermediate frames from a video of a
crosswalk in Hong Kong and the detected motion patterns (shown on the
right).
Acknowledgments The authors would like to thank Min Hu, Saad Ali and Mubarak Shah for sharing their data and results from the following publication: Learning Motion Patterns in Crowded Scenes using Motion Flow Fields: M. Hu, S. Ali and M. Shah, The 19th International Conference on PatternRecognition (ICPR), 2008. This research was supported in part by ARO Contracts DAAD19- 02-1-0390 and W911NF-04-1-0088, NSF awards 0400134, 0429583 and 0404088, DARPA/RDECOM Contract N61339-04- C-0043, Intel, Carolina Development, and Disney. Related work Interactive Navigation of Individual Agents in Crowded Environments Reciprocal Velocity Obstacles for Real-Time Multi-Agent Navigation Composite Agents GAMMA Research on Motion Planning and Multi-Agent Simulation |