Literature > Further reading

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
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
Flow tiles
S. Chenney
Crowd sculpting: A space-time sculpting method for populating virtual environments
K. Jordao, J. Pettré, M. Christie, M.-P. Cani
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
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
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
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
Data driven evaluation of crowds
A. Lerner, Y. Chrysanthou, A. Shamir, and D. Cohen-Or