Mass Population: Plausible and Practical Crowd Simulation

Sybren A. Stüvel, Cathy Ennis, Arjan Egges

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

This chapter describes how to populate a game environment with a crowd of virtual people. It describes the origins of crowd simulation, approaches taken by those in academic research, and provides practical guidelines on how to create your own crowd for your virtual environment. Research in human crowd animation can be divided into four groups: path planning/positional techniques, selection of example motions, physical simulation, and interpolation of example motions. The chapter looks at the high-density autonomous crowds (HiDAC) model for local planning and collision avoidance and snap-together motions to animate the characters.

Original languageEnglish
Title of host publicationHandbook of Digital Games
PublisherWiley-IEEE Press
Pages146-174
Number of pages29
ISBN (Electronic)9781118796443
ISBN (Print)9781118328033
DOIs
Publication statusPublished - 7 Apr 2014
Externally publishedYes

Keywords

  • Animation clips
  • Crowd simulation
  • Game environment
  • Mass population
  • Path planning
  • Plausible crowds

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