A Comparative Study of k-Nearest Neighbour Techniques in Crowd Simulation

Jordi Vermeulen, A. Hillebrand, R.J. Geraerts*

*Corresponding author for this work

    Research output: Contribution to journalArticleAcademicpeer-review

    Abstract

    The k-nearest neighbour (kNN) problem appears in many different fields of computer science, such as computer animation and robotics. In crowd simulation, kNN queries are typically used by a collision-avoidance method to prevent unnecessary computations.
    Many different methods for finding these neighbours exist, but it is unclear which will work best in crowd simulations, an application which is characterised by low dimensionality and frequent change of the data points. We therefore compare several data structures for performing kNN queries. We find that the nanoflann implementation of a k-d tree offers the best performance by far on many different scenarios, processing 100,000 agents in about 35 milliseconds on a fast consumer PC.
    Original languageEnglish
    Article numberE1775
    Number of pages10
    JournalComputer Animation and Virtual Worlds
    Volume28
    Issue number3-4
    DOIs
    Publication statusPublished - 21 Apr 2017

    Keywords

    • comparative study
    • crowd simulation
    • nearest neighbours
    • computer animation
    • data points

    Fingerprint

    Dive into the research topics of 'A Comparative Study of k-Nearest Neighbour Techniques in Crowd Simulation'. Together they form a unique fingerprint.

    Cite this