TY - JOUR
T1 - Interaction fields: intuitive sketch-based steering behaviors for crowd simulation.
AU - Colas, Adèle
AU - van Toll, Dr. Wouter
AU - Zibrek, Katja
AU - Hoyet, Ludovic
AU - Olivier, Anne-Hélène
AU - Pettré, Julien
N1 - Funding Information:
This project has received funding from the European Union's Horizon 2020 research and innovation program under grant agreement No 856879 PRESENT.
Publisher Copyright:
© 2022 The Author(s) Computer Graphics Forum © 2022 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.
PY - 2022
Y1 - 2022
N2 - The real-time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch-based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given ‘source’ agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real-time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game-like scenarios where the crowd responds to a user-controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non-expert users to easily enrich any agent-based crowd simulation with new agent interactions.
AB - The real-time simulation of human crowds has many applications. In a typical crowd simulation, each person ('agent') in the crowd moves towards a goal while adhering to local constraints. Many algorithms exist for specific local ‘steering’ tasks such as collision avoidance or group behavior. However, these do not easily extend to completely new types of behavior, such as circling around another agent or hiding behind an obstacle. They also tend to focus purely on an agent's velocity without explicitly controlling its orientation. This paper presents a novel sketch-based method for modelling and simulating many steering behaviors for agents in a crowd. Central to this is the concept of an interaction field (IF): a vector field that describes the velocities or orientations that agents should use around a given ‘source’ agent or obstacle. An IF can also change dynamically according to parameters, such as the walking speed of the source agent. IFs can be easily combined with other aspects of crowd simulation, such as collision avoidance. Using an implementation of IFs in a real-time crowd simulation framework, we demonstrate the capabilities of IFs in various scenarios. This includes game-like scenarios where the crowd responds to a user-controlled avatar. We also present an interactive tool that computes an IF based on input sketches. This IF editor lets users intuitively and quickly design new types of behavior, without the need for programming extra behavioral rules. We thoroughly evaluate the efficacy of the IF editor through a user study, which demonstrates that our method enables non-expert users to easily enrich any agent-based crowd simulation with new agent interactions.
KW - CCS Concepts
KW - Intelligent agents
KW - Real-time simulation
KW - • Computing methodologies → Motion path planning
KW - • Human-centered computing → Graphical user interfaces
U2 - 10.1111/cgf.14491
DO - 10.1111/cgf.14491
M3 - Article
SN - 0167-7055
VL - 41
SP - 521
EP - 534
JO - Computer Graphics Forum
JF - Computer Graphics Forum
IS - 2
ER -