Crowd Simulations Guest Instructor - Stephen J. Guy Outline Animation basics How to move one man Walk Cycle IK How to move one thousand Key framing Simulation Loop Crowd Models Collision Avoidance Data Structures Rendering Outline Animation basics How to move one man Walk Cycle IK How to move one thousand Key framing Simulation Loop Crowd Models Collision Avoidance Rendering Animation - Basics Comp 768 Preview… Goal: Illusion of continuous motion Divide into several small time-steps (length T) Show new image at each time-step Needs to happened at least ~12/second (more is better) Advance T Draw Picture Update State Outline Animation basics How to move one man Walk Cycle IK How to move one thousand Key framing Simulation Loop Crowd Models Collision Avoidance Data Structures Rendering Walk Cycle Simply Translating a character to its goal is unrealistic Walk Cycle: A looping series of positions which represent a character walking (or running or galloping) Shifting the animation provides the illusion of walking Inplace Shifted w/ Time Digression - Eadweard Muybridge 19th Century English Photograyher Used multiple cameras to capture motion Invented Zoopraxiscope (spinning wheel of still images) to animate images Walk Cycle - Analysis Pros: Simple to implement Captures the basics of human movement Cons: Walks must cycle Can’t handle changes in stride length Can’t handle jumps Must be animated by hand Walk Cycle - Alternatives Inverse Kinematics Motion Capture Using math to figure out where to place the rest of the body to get the feet moving forward Record data of real humans walking Motion Clips FSM of different motions Outline Animation basics How to move one man Walk Cycle IK How to move one thousand Key framing Simulation Loop Crowd Models Collision Avoidance Data Structures Rendering Crowd Simulation Models Simplest model – Agent Based: Capture Global Behavior w/ many interacting autonomous agents Each person is represented by one agent Chooses next state based on goal and neighbors Pioneered by Craig Reynolds Won 1998 (Technical) Academy Award Advance T For Each Agent Draw Agent Update s State Gather Neighbors Agent Based Simulations Flocking Social Forces Model Craig Reylonds SIGGRAPH1987 Dirk Helbing Physics Review B 1995 Nature 2000 Reciprocal Velocity Obstacles Van den Berg I3D 2008 Agent Based Simulations Flocking Social Forces Model Craig Reylonds SIGGRAPH1987 Dirk Helbing Physics Review B 1995 Nature 2000 Reciprocal Velocity Obstacles Van den Berg I3D 2008 Flocking Seminal work in multi-agent movement Assign simple force to each agent Used in Lion King Batman Returns Separation Alignment Cohesion Boids - Continued New forces can be added to incorporate more behaviors Avoiding Obstacles Collision Avoidance Be Creative! Boids Online Visit: http://www.red3d.com/cwr/boids/ And: http://www.red3d.com/cwr/steer/Unaligned.html Agent Based Simulations Flocking Social Forces Model Craig Reylonds SIGGRAPH1987 Dirk Helbing Physics Review B 1995 Nature 2000 Reciprocal Velocity Obstacles Van den Berg I3D 2008 Helbing’s Social Force Model Very similar to boid model Treats all agents as physical obstacles Solves a = F/m where F is “social force”: Fij – Pedestrian Avoidance FiW – Obstacle (Wall) Avoidance Desired Velocity Current Velocity Avoiding Other Pedestrians Avoiding Walls Social Force Model – Pedestrian Avoidance Collision Avoidance Non-penetration Sliding Force rij – dij Edge-to-edge distance nij – Vector pointing away from agent Ai*e[(rij-dij)/Bi] Repulsive force which is exponential increasing with distance g(x) x if agents are colliding, 0 otherwise tij – Vector pointing tangential to agent Vtji – Tangential velocity difference FiW is very similar Helbing - Continued Noticed arching Also observed in real crowds Killed or injured people who experienced too much force (1,600 N/m) – became unresponsive obstacles Noticed Faster-is-slower effect Agent Based Simulations Flocking Social Forces Model Craig Reylonds SIGGRAPH1987 Dirk Helbing Physics Review B 1995 Nature 2000 Reciprocal Velocity Obstacles Van den Berg I3D 2008 Reciprocal Velocity Obstacles Applied ideas from robotics to crowd simulations Basic idea: Given n agents with velocities, find velocities will cause collisions Avoid them! Planning is performed in velocity space RVOAB(vB, vA) = {v’A | 2v’A – vA VOAB(vB)} RVO: Planning In Velocity Space 23 RVO: Planning In Velocity Space 24 RVO: Planning In Velocity Space R A + RB 25 RVO: Planning In Velocity Space 26 RVO: Planning In Velocity Space 27 RVO: Planning In Velocity Space 28 RVO: Planning In Velocity Space 29 RVO: Planning In Velocity Space 30 RVO: Planning In Velocity Space 31 RVO: Planning In Velocity Space 32 Videos 12 Agents in a Circle Videos 1,000 agent’s in a circle Related data-structures KD-trees Allowing efficient gathering of nearby neighbors O(log n) Roadmaps & A* Allows global navigation around obstacles Roadmaps Create roadmap in free space Find visible source nodes Graph Search to find path to Destination 1. 2. 3. A* is very popular graph search algorithm 36 Video 1,000 people leaving Sitterson Hall Uses RVO, Roadmaps, A* and Kd-Trees Outline Animation basics How to move one man Walk Cycle IK How to move one thousand Key framing Simulation Loop Crowd Models Collision Avoidance Data Structures Rendering Rendering Crowds Traditional OpenGL pipeline can be too slow for 1000s of agents View Culling helps, but often not enough Need Level-of-Detail techniques Use models with more polygons up close, less when far away Imposters Replace Far off agents with an oriented texture Several Issues “Popping” Uniformity Lighting Shadows Many issues addressed in recent works 40 Questions