Crowd Behaviour

The field of virtual human autonomous behaviour has become of great interest in recent years. Games, real time simulation systems, animated films and cinema all benefit by incorporating thousands of virtual humans, which traverse their environment automatically. Imagine an animation system that has thousands of virtual agents, which are moving and interacting with their environment. It is impossible for an animator to deal with all of these virtual agents in a reasonable amount of time. Consequently some techniques are required for automatically controlling the behaviour of virtual humans in a realistic manner. The field of study governing the autonomous behaviour of virtual humans is partitioned into two major parts: real-time and offline simulation. Offline systems are frequently adopted by the film industry, where each frame of the movie can take a considerable amount of time to generate. In contrast, real-time systems are required to create and display 30 frames every second, for continuous motion to be perceived. Consequently this places stringent constraints on the amount of time and processor power required.
Figure 1: Real Time Crowd Behaviour

Usually realistic crowd simulations have to re-plan the behaviour of the virtual agents for each frame. Planning virtual agent behaviour frequently does not consist of simple algorithms. Indeed advanced algorithms have to be executed in every animation step for a realistic simulation. In addition to the behaviour, virtual agents have to be rendered to the screen.

The quality of a virtual environment simulation depends heavily on rendering the environment and virtual agents in three dimensions.
Due to the high demand on quality rendering and realistic behaviour algorithms, real time virtual crowd simulation has become a modern challenge and a field of study.

The aim of this project is to obtain automatically, realistic and varied behaving crowd members while keeping the simulation efficiency in real-time limits with as many virtual agents as possible.

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