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Research And Implementation Of Real-time Simulation Of Large-scale Mass Movement

Posted on:2011-03-06Degree:MasterType:Thesis
Country:ChinaCandidate:S S ZhouFull Text:PDF
GTID:2208360308966988Subject:Computer system architecture
Abstract/Summary:PDF Full Text Request
The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. In recent decades, due to the continuous development of the field such as film, television, animation, virtual reality and computer games, crowd animation has become a hot research field. Especially the research about behaviors while large crowds interactive in real-time, have been widely used in the field of training systems, safety science, computer games and so on. It does this by exploring the physical, biology and sociology nature of crowd behavior in the real world, and the use of computer to establish models, and thus making the behavior of the crowds more realistic. Agent-based behavioral animation focus on the behavior modeling, handing details of behaviors and movements, Compared with typical computer animation modeling which only concerned with the appearance of characters and physical properties. These behaviors include low-level path planning, high-level emotional interaction and so on. However, due to the complexity and diversity of individual behavior in crowds, control of each individual in crowds brings expensive computation, so it's difficult to meet the real-time simulation applications. This paper, as study thousands of individuals, is attempted to find a good balance between realism and efficiency of crowd behavior simulation.It shows some representative crowd behavior models, including particle system, flocking system, behavior system, hybrid system, chaos system, cognitive model and so on; describes the architecture of character animation system, the framework of crowd animation sub-system and its position in the whole system; presents a method of crowd animation modeling, and on the basis to implement a large crowd simulation in real-time, which displays the realistic crowd behavior, including path planning, collision avoidance, and path following.The study focuses on the following two aspects:First, making a comprehensive research and thorough analysis with the method of crowd simulation, and proposing a framework of large-scale crowd real-time simulation base on behavior model. Such a framework has a hierarchical structure, and information sharing between levels with high efficiency. And its inherent limited logical sequence has greatly reduces the contradiction between behaviors.Second, for the core issue of large crowd animation, this paper presents an improved algorithm of local path planning based on dynamic environment, improves dynamic local path planning algorithm with global knowledge, provides the optimal path similar to global planning, but also has efficiency according to dynamically updated based on local knowledge, and unified planning, replacing the cost of calculating separately for each individual, effectively reducing the computation and improve the computation efficiency.
Keywords/Search Tags:crowd animation, behavior modeling, autonomous agent, path planning, sensor modeling
PDF Full Text Request
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