Abstract
Virtual characters in games and simulations often need to plan visually convincing paths through a crowded environment. This paper describes how crowd density information can be used to guide a large number of characters through a crowded environment. Crowd density information helps characters avoid congested routes that
could lead to tra ffic jams. It also encourages characters to use a wide variety of routes to reach their destination.
Our technique measures the desirability of a route by combining distance information with crowd density information. We start by building a navigation mesh for
the walkable regions in a polygonal 2D or multi-layered 3D environment. The skeleton of this navigation mesh is the medial axis. Each walkable region in the navigation
mesh maintains an up-to-date density value, given by the fraction of the area that is being occupied by characters. These density values are mapped onto the
medial axis to form a weighted graph. An A* search on this graph yields a backbone path for each character, and forces are used to guide the characters through
the weighted environment. The characters periodically re-plan their routes as the density values are updated. Our experiments show that we can compute congestion-avoiding paths for tens of thousands of characters in real-time.
| Original language | English |
|---|---|
| Title of host publication | Advanced School for Computing and Imaging (ASCI) - ICT.OPEN |
| Editors | A. Iosup |
| Place of Publication | Rotterdam |
| Pages | 3-9 |
| Number of pages | 7 |
| Publication status | Published - 2012 |
Bibliographical note
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