C ROWD P ATCHES : P OPULATING L ARGE - S CALE V IRTUAL E NVIRONMENTS FOR R EAL -T IME A PPLICATIONS...
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Transcript of C ROWD P ATCHES : P OPULATING L ARGE - S CALE V IRTUAL E NVIRONMENTS FOR R EAL -T IME A PPLICATIONS...
![Page 1: C ROWD P ATCHES : P OPULATING L ARGE - S CALE V IRTUAL E NVIRONMENTS FOR R EAL -T IME A PPLICATIONS Barbara Yersin, Jonathan Maïm, Julien Pettré, Daniel.](https://reader030.fdocuments.net/reader030/viewer/2022032800/56649d2e5503460f94a04e22/html5/thumbnails/1.jpg)
CROWD PATCHES: POPULATING LARGE- SCALE VIRTUAL ENVIRONMENTS FOR REAL-TIMEAPPLICATIONSBarbara Yersin, Jonathan Maïm ,
Julien Pettré , Daniel Thalmann
(2009)
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OUTLİNE
Introduction Related Work Crowd Patches Results Conclusions and Assesments
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INTRODUCTİON
Crowd Patches approach Large-scale virtual environments Ability to generate in real-time Handle high density Low cost navigation simulation High motion quality
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INTRODUCTİON
Create small areas – patches Motion trajectories Static and dynamic objects
Assemble patches to generate the environment
Templates to design the crowd patches
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RELATED WORK
Global level Cell decompositions, voronoi diagrams Interactively handle large crowds
Local level Ruled based, social forces, potential fields
Lee et al. 2006 – Motion Patches
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PATCHES
Endogenous objects (left) Periodic animation inside a patch
Exogenous objects (right) Periodic motions, from one patch to another
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PATTERNS
Faces with input/output information
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PATCH CREATİON
Assembly the patterns One for each face
Get the information on static and endogenous objects
Linearly initialize trajectories Make adaptations based on velocity Collision avoidance and smoothing
Particle based Attraction points and repulsions
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PATCH CREATİON
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ENVİRONMENT CREATİON
Bottom-Up Approach Iteratively create and add patches (top)
Top-Down Approach Decompose the geometric model of the
environment into cells (bottom)
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PATCH TEMPLATES
To aid the designer Generate patches from given templates
Templates formed by: Static objects Endogenous objects Pattern types
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PATTERN TYPES
Empty patterns No I/O – Represent borders with static obstacles
One-way patterns Inputs or outpus – One way flows
Specific I/O space distribution Limit the space of I/O – Narrow passages,lanes
Specific I/O time distribution Limit the time of I/O – Crossings sidewalks at
certain time
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RESULTS
Bottom-up approach (without rendering)
Top-down approach 20 fps
Video!
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CONCLUSİONS
Handle densely crowded large scale virtual environments
Realistic motion
Patches have identical time period Static patches Lacks variety Lacks interactivity
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ASSESMENTS
Well constructed and written Clearly explains:
Objectives Motivation Contribution
Discusses: Shortcomings of the method Alternatives Future work
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ASSESMENTS
Missing implementation details
Experiments? Only 2 applications are considered
Results Only result data is in terms of FPS
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ASSESMENTS
Performance Reasonable top-down approach results Bottom-up would be slow
Real-time applications - limited Lack of dynamic updates Lack of goal queries
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ASSESMENTS
Visually convincing (+) Motions and animations
Large scale virtual environments (+) On-line generation of the environment
Densely crowded (-) Many characters but not really dense Narrow passages, doorways?
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ASSESMENTS
High quality/realistic motion (-) Avoidance is relatively poor Another fast approach might be integrated
Prediction based?
Collisions and pedestrian representations What if the trajectories in one patch are close
enough? Clearance, personal space Maybe simple disk representations
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QUESTİONS & REMARKS
VR-Lab http://vrlab.epfl.ch/