An Investigation of an Example-Based Method for Crowd Simulations

The problem of simulating a crowd to see how it would behave in certain situations or just to create a realistic-looking scene to be used in a movie or video game is important and complex, and there are many different methods to solve it. This project is primarily an investigation of the example-bas...

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Bibliographic Details
Main Authors: Malmström, David, Kaalen, Stefan
Format: Bachelor Thesis
Language:English
Published: KTH, Skolan för teknikvetenskap (SCI) 2017
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208896
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spelling ftkthstockholm:oai:DiVA.org:kth-208896 2023-05-15T17:53:54+02:00 An Investigation of an Example-Based Method for Crowd Simulations Malmström, David Kaalen, Stefan 2017 application/pdf http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208896 eng eng KTH, Skolan för teknikvetenskap (SCI) KTH, Skolan för datavetenskap och kommunikation (CSC) http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208896 info:eu-repo/semantics/openAccess crowd simulation crowds agent virtual environment reality behavior unity navigation steering agents example examples person persons Computer and Information Sciences Data- och informationsvetenskap Student thesis info:eu-repo/semantics/bachelorThesis text 2017 ftkthstockholm 2022-08-11T12:41:56Z The problem of simulating a crowd to see how it would behave in certain situations or just to create a realistic-looking scene to be used in a movie or video game is important and complex, and there are many different methods to solve it. This project is primarily an investigation of the example-based crowd simulation method described in the article "Crowds by Example" by Lerner et al. In the article, traced video footage of crowds are used to create a data set. The simulation program continuously finds situations in the data set that resembles the current situations in the simulation and updates the simulation thereby. We implemented this for around 10 agents using Unity 3D. Example-based crowd simulations does not only, like some other types of crowd simulation methods (for example ORCA), take collision avoidance into account but also the more complex ways the human mind thinks and therefore does not always behave as one would predict. The main conclusion is that this method of simulating crowds has the potential to create more realistic simulations than other forms of crowd simulations. The downsides are that the time the program spends creating simulations can quickly get very high and to make realistic simulations a lot of video footage must be filmed and then traced. Bachelor Thesis Orca Royal Institute of Technology, Stockholm: KTHs Publication Database DiVA
institution Open Polar
collection Royal Institute of Technology, Stockholm: KTHs Publication Database DiVA
op_collection_id ftkthstockholm
language English
topic crowd
simulation
crowds
agent
virtual
environment
reality
behavior
unity
navigation
steering
agents
example
examples
person
persons
Computer and Information Sciences
Data- och informationsvetenskap
spellingShingle crowd
simulation
crowds
agent
virtual
environment
reality
behavior
unity
navigation
steering
agents
example
examples
person
persons
Computer and Information Sciences
Data- och informationsvetenskap
Malmström, David
Kaalen, Stefan
An Investigation of an Example-Based Method for Crowd Simulations
topic_facet crowd
simulation
crowds
agent
virtual
environment
reality
behavior
unity
navigation
steering
agents
example
examples
person
persons
Computer and Information Sciences
Data- och informationsvetenskap
description The problem of simulating a crowd to see how it would behave in certain situations or just to create a realistic-looking scene to be used in a movie or video game is important and complex, and there are many different methods to solve it. This project is primarily an investigation of the example-based crowd simulation method described in the article "Crowds by Example" by Lerner et al. In the article, traced video footage of crowds are used to create a data set. The simulation program continuously finds situations in the data set that resembles the current situations in the simulation and updates the simulation thereby. We implemented this for around 10 agents using Unity 3D. Example-based crowd simulations does not only, like some other types of crowd simulation methods (for example ORCA), take collision avoidance into account but also the more complex ways the human mind thinks and therefore does not always behave as one would predict. The main conclusion is that this method of simulating crowds has the potential to create more realistic simulations than other forms of crowd simulations. The downsides are that the time the program spends creating simulations can quickly get very high and to make realistic simulations a lot of video footage must be filmed and then traced.
format Bachelor Thesis
author Malmström, David
Kaalen, Stefan
author_facet Malmström, David
Kaalen, Stefan
author_sort Malmström, David
title An Investigation of an Example-Based Method for Crowd Simulations
title_short An Investigation of an Example-Based Method for Crowd Simulations
title_full An Investigation of an Example-Based Method for Crowd Simulations
title_fullStr An Investigation of an Example-Based Method for Crowd Simulations
title_full_unstemmed An Investigation of an Example-Based Method for Crowd Simulations
title_sort investigation of an example-based method for crowd simulations
publisher KTH, Skolan för teknikvetenskap (SCI)
publishDate 2017
url http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208896
genre Orca
genre_facet Orca
op_relation http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208896
op_rights info:eu-repo/semantics/openAccess
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