Unfortunately, we cannot discuss every relevant paper (or even every relevant topic) in this course. Interested readers could take a look at the following papers.
Topic |
Title |
Navigation meshes (2) |
The Medial Axis of a Multi-Layered Environment and its Application as a Navigation Mesh
W.G. van Toll, A.F. Cook IV, Marc J. van Kreveld, R. Geraerts
|
Collision avoidance (2) |
Simulating human collision avoidance using a velocity-based approach
I. Karamouzas, M.H. Overmars
|
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A synthetic-vision based steering approach for crowd simulation
J. Ondřej, J. Pettré, A.-H. Olivier, S. Donikian
|
Local behaviour (2) |
Steering behaviors for autonomous characters
C.W. Reynolds
|
|
Intuitive crowd behaviour in dense urban environments using local laws
C. Loscos, D. Marchal, A. Meyer
|
|
Controlling individual agents in high-density crowd simulation
N. Pelechano, J.M. Allbeck, N.I. Badler
|
|
Composite agents
H. Yeh, S. Curtis, S. Patil, J. van den Berg, D. Manocha, M.C. Lin
|
Flow fields (2) |
Directing crowd simulations using navigation fields
S. Patil, J. van den Berg, S. Curtis, M.C. Lin, D. Manocha
|
Other techniques (2) |
Real-time crowd motion planning: Scalable avoidance and group behavior
B. Yersin, J. Maïm, F. Morini, D. Thalmann
|
|
Real-time density-based crowd simulation
W.G. van Toll, A.F. Cook IV, R. Geraerts
|
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Flow tiles
S. Chenney
|
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Crowd sculpting: A space-time sculpting method for populating virtual environments
K. Jordao, J. Pettré, M. Christie, M.-P. Cani
|
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Crowd patches: Populating large-scale virtual environments for real-time applications
B. Yersin, J. Pettré, D. Thalmann
|
|
On streams and incentives: A synthesis of individual and collective crowd motion
A. van Goethem, N.S. Jaklin, A.F. Cook IV, R. Geraerts
|
High-level behaviour / AI |
Scalable behaviors for crowd simulation
M. Sung, M. Gleicher, S. Chenney
|
|
Autonomous pedestrians
W. Shao, D. Terzopoulos
|
|
Hierarchical model for real time simulation of virtual human crowds
S.R. Musse, D. Thalmann
|
Using the GPU |
The virtual marathon: Parallel computing supports crowd simulations
E. Yilmaz, V. Isler, Y.Y. Çetin
|
|
Multi agent navigation on the GPU
A. Bleiweiss
|
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GPU-accelerated path planning for multi-agents in virtual environments
L.G. Fischer, R. Silveira, L. Nedel
|
Visualization |
Visualizing crowds in real-time
F. Tecchia, C. Loscos, Y. Chrysanthou
|
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Geopostors: A real-time geometry / impostor crowd rendering system
S. Dobbyn, J. Hamill, K. O'Connor, C. O'Sullivan
|
|
Survey of real-time rendering techniques for crowds
G. Ryder, A.M. Day
|
Evaluation (2) |
Path patterns: Analyzing and comparing real and simulated crowds
H. Wang, J. Ondřej, C. O'Sullivan
|
|
A statistical similarity measure for aggregate crowd dynamics
S.J. Guy, J.P. van den Berg, W. Liu, R. Lau, M.C. Lin, D. Manocha
|
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Realistic following behaviors for crowd simulation
S. Lemercier, A. Jelic, R. Kulpa, J. Hua, J. Fehrenbach, P. Degond, C. Appert-Rolland, S. Donikian, J. Pettré
|
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Data driven evaluation of crowds
A. Lerner, Y. Chrysanthou, A. Shamir, and D. Cohen-Or
|