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Article: Interactive formation control in complex environments

TitleInteractive formation control in complex environments
Authors
KeywordsGaming
Three-dimensional graphics and realism
Input devices and strategies
Animation
Issue Date2014
Citation
IEEE Transactions on Visualization and Computer Graphics, 2014, v. 20, n. 2, p. 211-222 How to Cite?
AbstractThe degrees of freedom of a crowd is much higher than that provided by a standard user input device. Typically, crowd-control systems require multiple passes to design crowd movements by specifying waypoints, and then defining character trajectories and crowd formation. Such multi-pass control would spoil the responsiveness and excitement of real-time control systems. In this paper, we propose a single-pass algorithm to control a crowd in complex environments. We observe that low-level details in crowd movement are related to interactions between characters and the environment, such as diverging/merging at cross points, or climbing over obstacles. Therefore, we simplify the problem by representing the crowd with a deformable mesh, and allow the user, via multitouch input, to specify high-level movements and formations that are important for context delivery. To help prevent congestion, our system dynamically reassigns characters in the formation by employing a mass transport solver to minimize their overall movement. The solver uses a cost function to evaluate the impact from the environment, including obstacles and areas affecting movement speed. Experimental results show realistic crowd movement created with minimal high-level user inputs. Our algorithm is particularly useful for real-time applications including strategy games and interactive animation creation. © 2014 IEEE Published by the IEEE Computer Society.
Persistent Identifierhttp://hdl.handle.net/10722/289051
ISSN
2021 Impact Factor: 5.226
2020 SCImago Journal Rankings: 1.005
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorHenry, Joseph-
dc.contributor.authorShum, Hubert P.H.-
dc.contributor.authorKomura, Taku-
dc.date.accessioned2020-10-12T08:06:33Z-
dc.date.available2020-10-12T08:06:33Z-
dc.date.issued2014-
dc.identifier.citationIEEE Transactions on Visualization and Computer Graphics, 2014, v. 20, n. 2, p. 211-222-
dc.identifier.issn1077-2626-
dc.identifier.urihttp://hdl.handle.net/10722/289051-
dc.description.abstractThe degrees of freedom of a crowd is much higher than that provided by a standard user input device. Typically, crowd-control systems require multiple passes to design crowd movements by specifying waypoints, and then defining character trajectories and crowd formation. Such multi-pass control would spoil the responsiveness and excitement of real-time control systems. In this paper, we propose a single-pass algorithm to control a crowd in complex environments. We observe that low-level details in crowd movement are related to interactions between characters and the environment, such as diverging/merging at cross points, or climbing over obstacles. Therefore, we simplify the problem by representing the crowd with a deformable mesh, and allow the user, via multitouch input, to specify high-level movements and formations that are important for context delivery. To help prevent congestion, our system dynamically reassigns characters in the formation by employing a mass transport solver to minimize their overall movement. The solver uses a cost function to evaluate the impact from the environment, including obstacles and areas affecting movement speed. Experimental results show realistic crowd movement created with minimal high-level user inputs. Our algorithm is particularly useful for real-time applications including strategy games and interactive animation creation. © 2014 IEEE Published by the IEEE Computer Society.-
dc.languageeng-
dc.relation.ispartofIEEE Transactions on Visualization and Computer Graphics-
dc.subjectGaming-
dc.subjectThree-dimensional graphics and realism-
dc.subjectInput devices and strategies-
dc.subjectAnimation-
dc.titleInteractive formation control in complex environments-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1109/TVCG.2013.116-
dc.identifier.scopuseid_2-s2.0-84891512482-
dc.identifier.volume20-
dc.identifier.issue2-
dc.identifier.spage211-
dc.identifier.epage222-
dc.identifier.isiWOS:000333459600005-
dc.identifier.issnl1077-2626-

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