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Most crowd simulators focus on navigation and agents flow. In this paper, the authors present another perspective which concentrates on the overall distribution of virtual agents and uses psychological preferences for choosing goal locations. Both observation and published theory indicate that most people prefer to maintain their personal space as event spaces increase in density, particularly when they have no previous relationship to other individuals. The geometric structure that naturally forms could be highly approximated by a Voronoi tessellation. Their method allows users to specify sub-regions of an environment and tag the regions with information (e.g. permitted densities and features). A Centroidal Voronoi Tessellation (CVT) is then automatically constructed over the entire virtual world.
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