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- Publisher Website: 10.1109/TVCG.2013.116
- Scopus: eid_2-s2.0-84891512482
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Article: Interactive formation control in complex environments
Title | Interactive formation control in complex environments |
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Authors | |
Keywords | Gaming Three-dimensional graphics and realism Input devices and strategies Animation |
Issue Date | 2014 |
Citation | IEEE Transactions on Visualization and Computer Graphics, 2014, v. 20, n. 2, p. 211-222 How to Cite? |
Abstract | The degrees of freedom of a crowd is much higher than that provided by a standard user input device. Typically, crowd-control systems require multiple passes to design crowd movements by specifying waypoints, and then defining character trajectories and crowd formation. Such multi-pass control would spoil the responsiveness and excitement of real-time control systems. In this paper, we propose a single-pass algorithm to control a crowd in complex environments. We observe that low-level details in crowd movement are related to interactions between characters and the environment, such as diverging/merging at cross points, or climbing over obstacles. Therefore, we simplify the problem by representing the crowd with a deformable mesh, and allow the user, via multitouch input, to specify high-level movements and formations that are important for context delivery. To help prevent congestion, our system dynamically reassigns characters in the formation by employing a mass transport solver to minimize their overall movement. The solver uses a cost function to evaluate the impact from the environment, including obstacles and areas affecting movement speed. Experimental results show realistic crowd movement created with minimal high-level user inputs. Our algorithm is particularly useful for real-time applications including strategy games and interactive animation creation. © 2014 IEEE Published by the IEEE Computer Society. |
Persistent Identifier | http://hdl.handle.net/10722/289051 |
ISSN | 2023 Impact Factor: 4.7 2023 SCImago Journal Rankings: 2.056 |
ISI Accession Number ID |
DC Field | Value | Language |
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dc.contributor.author | Henry, Joseph | - |
dc.contributor.author | Shum, Hubert P.H. | - |
dc.contributor.author | Komura, Taku | - |
dc.date.accessioned | 2020-10-12T08:06:33Z | - |
dc.date.available | 2020-10-12T08:06:33Z | - |
dc.date.issued | 2014 | - |
dc.identifier.citation | IEEE Transactions on Visualization and Computer Graphics, 2014, v. 20, n. 2, p. 211-222 | - |
dc.identifier.issn | 1077-2626 | - |
dc.identifier.uri | http://hdl.handle.net/10722/289051 | - |
dc.description.abstract | The degrees of freedom of a crowd is much higher than that provided by a standard user input device. Typically, crowd-control systems require multiple passes to design crowd movements by specifying waypoints, and then defining character trajectories and crowd formation. Such multi-pass control would spoil the responsiveness and excitement of real-time control systems. In this paper, we propose a single-pass algorithm to control a crowd in complex environments. We observe that low-level details in crowd movement are related to interactions between characters and the environment, such as diverging/merging at cross points, or climbing over obstacles. Therefore, we simplify the problem by representing the crowd with a deformable mesh, and allow the user, via multitouch input, to specify high-level movements and formations that are important for context delivery. To help prevent congestion, our system dynamically reassigns characters in the formation by employing a mass transport solver to minimize their overall movement. The solver uses a cost function to evaluate the impact from the environment, including obstacles and areas affecting movement speed. Experimental results show realistic crowd movement created with minimal high-level user inputs. Our algorithm is particularly useful for real-time applications including strategy games and interactive animation creation. © 2014 IEEE Published by the IEEE Computer Society. | - |
dc.language | eng | - |
dc.relation.ispartof | IEEE Transactions on Visualization and Computer Graphics | - |
dc.subject | Gaming | - |
dc.subject | Three-dimensional graphics and realism | - |
dc.subject | Input devices and strategies | - |
dc.subject | Animation | - |
dc.title | Interactive formation control in complex environments | - |
dc.type | Article | - |
dc.description.nature | link_to_subscribed_fulltext | - |
dc.identifier.doi | 10.1109/TVCG.2013.116 | - |
dc.identifier.scopus | eid_2-s2.0-84891512482 | - |
dc.identifier.volume | 20 | - |
dc.identifier.issue | 2 | - |
dc.identifier.spage | 211 | - |
dc.identifier.epage | 222 | - |
dc.identifier.isi | WOS:000333459600005 | - |
dc.identifier.issnl | 1077-2626 | - |