scholarly journals Algorithms for Microscopic Crowd Simulation: Advancements in the 2010s

2021 ◽  
Vol 40 (2) ◽  
pp. 731-754
Author(s):  
W. Toll ◽  
J. Pettré
Keyword(s):  
Author(s):  
Michael Wagner ◽  
Henriette Cornet ◽  
David Eckhoff ◽  
Philipp Andelfinger ◽  
Wentong Cai ◽  
...  

Algorithms ◽  
2020 ◽  
Vol 13 (7) ◽  
pp. 162
Author(s):  
Marion Gödel ◽  
Rainer Fischer ◽  
Gerta Köster

Microscopic crowd simulation can help to enhance the safety of pedestrians in situations that range from museum visits to music festivals. To obtain a useful prediction, the input parameters must be chosen carefully. In many cases, a lack of knowledge or limited measurement accuracy add uncertainty to the input. In addition, for meaningful parameter studies, we first need to identify the most influential parameters of our parametric computer models. The field of uncertainty quantification offers standardized and fully automatized methods that we believe to be beneficial for pedestrian dynamics. In addition, many methods come at a comparatively low cost, even for computationally expensive problems. This allows for their application to larger scenarios. We aim to identify and adapt fitting methods to microscopic crowd simulation in order to explore their potential in pedestrian dynamics. In this work, we first perform a variance-based sensitivity analysis using Sobol’ indices and then crosscheck the results by a derivative-based measure, the activity scores. We apply both methods to a typical scenario in crowd simulation, a bottleneck. Because constrictions can lead to high crowd densities and delays in evacuations, several experiments and simulation studies have been conducted for this setting. We show qualitative agreement between the results of both methods. Additionally, we identify a one-dimensional subspace in the input parameter space and discuss its impact on the simulation. Moreover, we analyze and interpret the sensitivity indices with respect to the bottleneck scenario.


Author(s):  
Soraia Raupp Musse ◽  
Vinicius Jurinic Cassol ◽  
Daniel Thalmann
Keyword(s):  
The Past ◽  

2001 ◽  
Vol 25 (6) ◽  
pp. 983-998 ◽  
Author(s):  
Siome Goldenstein ◽  
Menelaos Karavelas ◽  
Dimitris Metaxas ◽  
Leonidas Guibas ◽  
Eric Aaron ◽  
...  

2012 ◽  
Vol 2012 ◽  
pp. 1-15 ◽  
Author(s):  
Xin Wang ◽  
Jianhua Zhang ◽  
Massimo Scalia

This paper presents a parallel real-time crowd simulation method based on a hierarchical environmental model. A dynamical model of the complex environment should be constructed to simulate the state transition and propagation of individual motions. By modeling of a virtual environment where virtual crowds reside, we employ different parallel methods on a topological layer, a path layer and a perceptual layer. We propose a parallel motion path matching method based on the path layer and a parallel crowd simulation method based on the perceptual layer. The large-scale real-time crowd simulation becomes possible with these methods. Numerical experiments are carried out to demonstrate the methods and results.


Author(s):  
Muzhou Xiong ◽  
Michael Lees ◽  
Wentong Cai ◽  
Suiping Zhou ◽  
Malcolm Yoke Hean Low

2009 ◽  
Vol 8 (3) ◽  
pp. 57-62 ◽  
Author(s):  
Mohd Shahrizal Sunar ◽  
Mohamed Adi Bin Mohamed Azahar ◽  
Mohd Khalid Mokhtar ◽  
Daut Daman

Previously, crowd simulation plays small part or probably ignored in virtual heritage. Architectures or artifacts bit more focused to be reconstructed into virtual environment. By inserting crowd into simulation of virtual heritage, it will give more impact and achieve higher realism level to the reconstructed site. Before inserting the crowd into virtual environment, a research needs to be done to manage the complex environment of virtual heritage and the crowd itself. This paper presents a framework with a vision to reduce the computation cost for rendering crowd simulation in virtual heritage environment while maintaining realisms of the scene. We first review the existing acceleration techniques applied on crowd rendering. Then we introduce a framework that will integrate acceleration techniques for crowd simulation in virtual heritage.


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