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CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds

Sébastien Paris, Anton Gerdelan , Carol O’Sullivan { Sebastien.Paris , gerdelaa , Carol.OSullivan }@ cs.tcd.ie GV2 group, Trinity College Dublin. CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds. CA-LOD Research Objectives.

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CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds

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  1. Sébastien Paris, Anton Gerdelan, Carol O’Sullivan {Sebastien.Paris, gerdelaa, Carol.OSullivan}@cs.tcd.ie GV2 group, Trinity College Dublin CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds

  2. CA-LOD Research Objectives Optimise the main behavioural bottleneck: character motion control Specific Objectives: • Each crowd member is a fully autonomous agent • Obstacle avoidance and path planning • Scale crowd to bigger size by using LOD on behaviour • Develop a series of algorithms that scale well with LOD without losing agents’ autonomy Motion In Games 2009

  3. Related work 1/2 • Level of Detail techniques • Mainly graphical • Geometrical LODs [Lue02] • Impostors / Geopostors [Dob05] • Behaviour seldom addressedBUT main CPU bottleneck • Existing Behaviour optimisations • Break crowd autonomy (pre-computed paths) [Pet06] • Constrain environment modelling (crowd patches) [Yer09] Crowd patches Motion In Games 2009

  4. Related work 2/2 • Micro-simulation:autonomous agents with several decision layers • Rational / cognitive:action selection, path planning • Reactive: collision avoidance • Rule based algorithm [Rey99] :wall crossing / late adaptation • Particle based [Hel05] :only for high densities Rule based Particle based Motion In Games 2009

  5. Behavioural model overview Autonomous agent Interaction Environment Motion In Games 2009

  6. CA-LOD: Overview • Motion models: • LOD 0:n neighbours and topologyCollision Avoidance • LOD 1:1 neighbour CA • LOD 2:topology CA • Classic LOD distribution(camera visibility and distance) Realism Performance Motion In Games 2009

  7. LOD 2: Path Planning • Topological representation (Delaunay triangulation) • Path planning (A*) • Visual optimisation

  8. LOD 2: Path Planning • Cons: • No dynamic CA • Crowds tend to form into lanes along planned paths • Pros: • Very fast to compute(~ 60 µs / agent / s) • Allows full individual autonomy

  9. LOD 1: Fuzzy controller • Bend path around other pedestrians • Represent env. using fuzzy sets for distance and angle to nearest front neighbour • Match inputs using fuzzy inference • Aggregate outputs and modify desired speed and steering Motion In Games 2009

  10. LOD 1: Fuzzy controller • Cons: • Collides when 2+ oncoming neighbours • Hard to optimise rules manually • Pros: • Disperses people • Smoothes CA-LOD transition • Very fast – 1 neighbour(~ 190 µs / agent / s) Motion In Games 2009

  11. LOD 0: Geometric Avoider • Analyse all nearby neighbours and topology • Anticipate dynamic agents’ movement • Represent environment with a “radar” structure • Extract a solution minimising interactions and avoidance effort Motion In Games 2009

  12. LOD 0: Geometric Avoider • Cons: • Computationally expensive(~ 600 µs / agent / s) • Hard to optimise decision factors manually • Pros: • Realistic collision avoidance • Anticipation • Effort minimisation

  13. Results: Performance Possible CA-LOD distribution for real time performance: Single Thread Multi-Thread (4 threads) on quad-core Motion In Games 2009

  14. Results: Demo Motion In Games 2009

  15. Conclusions • Able to simulate very large crowds (10,000) in real-time using commodity hardware • Graphical and animation optimisations • Intel Core2 Quad Q8200 2.33GHz • GeForce 9800 GT • Overall motion convincing with current LOD algorithms but further tuning possible. • Perfect CA not desirable though! Can we handle bumps / physics realistically? Motion In Games 2009

  16. Future Works • Optimising fuzzy rules / geometric factors with a Genetic Algorithm • Investigate a more complex fuzzy controller • Multiple neighbours, Adapt to specific situations • Investigate other CA algorithms (additional LODs) • Find optimal LOD ranges (perceptual experiments) • Unified LOD (w/ graphics, animation, sound etc) • Distribute LOD based on “focus area”(salient agents / groups / zones) Motion In Games 2009

  17. http://gv2.cs.tcd.ie/metropolis Online resources Acknowledgement Motion In Games 2009

  18. Referenced Works [Lue02] D. Luebke et al. “Level of Detail for 3D Graphics”. Elsevier Science Inc., New York, NY, USA (2002) [Dob05] S. Dobbyn et al. “Geopostors: a real-time geometry/impostor crowd rendering system”. ACM Trans. Graph. 24(3), 933 (2005) [Yer09] B. Yersin et al. “Crowd Patches: Populating Large-Scale Virtual Environments for Real-Time Applications”, I3D’09 [Pet06] J. Pettré et al. “Real-time navigating crowds: scalable simulation and rendering”, Computer Animation and Virtual Worlds, vol. 17, CASA 2006, pp 445-455, 2006 [Rey99] C.W. Reynolds “Steering behaviors for autonomous characters”. Game Developers Conference 1999 [Hel05] D. Helbing et al. “Self-organized pedestrian crowd dynamics: Experiments, simulations, and design solutions”. Transportation Science 39(1) (2005) 1–24

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