Ioannis Karamouzas, Roland Geraerts, Mark Overmars - PowerPoint PPT Presentation

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Ioannis Karamouzas, Roland Geraerts, Mark Overmars

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Title: Ioannis Karamouzas, Roland Geraerts, Mark Overmars


1
Indicative Routes for Path Planning and Crowd
Simulation
  • Ioannis Karamouzas, Roland Geraerts, Mark Overmars

2
Path Planning
  • What is path planning
  • Steer character from A to B
  • Computer games and path planning
  • Fast and flexible
  • Real-time planning for thousands of characters
  • Flexibility to avoid other characters and local
    hazards
  • Individuals and groups
  • Natural Paths
  • Smooth
  • Collision-free
  • Short
  • Keep a preferred amount of clearance from
    obstacles
  • Flexible
  • ..

3
Path Planning
  • Maintain suspense of disbelief
  • Realistic graphics and physics
  • Still though, the path choices that characters
    make are poor

4
Errors in Path Planning
5
Existing Algorithms
  • Grid-based A Algorithms
  • Computational expensive
  • Aesthetically unpleasant paths
  • Waypoint graphs
  • Hand designed
  • Do not adapt to changes in the environment
  • Navigation Meshes
  • Automatic construction is slow
  • Paths need to be smoothed

6
Existing Algorithms
  • Local Methods
  • Flocking Reynolds, 1987 1999,
  • Helbings Social Force Model Helbing et al,
    2000
  • Reactive style planners
  • Local methods fail to find a route
  • Suffer from local minima problems
  • Lead to repeated motion

7
The Indicative Route Method
  • In real life, people
  • Do not plan an exact path, but
  • A preferred/desired global route
  • A path planning algorithm should produce
  • An Indicative Route
  • Guides character to its goal
  • A corridor
  • Allows for flexibility

8
The Indicative Route Method
  • The IRM method in action
  • A collision-free indicative route determines the
    characters preferred route
  • A corridor around this route defines the walkable
    area for the character
  • A smooth path is generated using a force-field
    approach

9
Computing Corridors
  • The Corridor Map
  • Introduced by Geraerts and Overmars, 2007
  • Provides a system of collision-free corridors
  • Corridor sequence of maximum clearance disks
  • The Corridor Map is computed as follows
  • The Generalized Voronoi Diagram is approximated
    using GPU Hoff et al, 1999
  • Clearance additional info is stored

3D Environment
Skeleton of the map
Corridor
10
Computing Corridors
  • Computing the Corridor Map
  • Only required during preprocessing
  • Very fast (50 ms, NVIDIA GeForce 8800 GTX)
  • Compute a corridor
  • Retract the indicative route to the Generalized
    Voronoi Diagram
  • Find corresponding path in diagram
  • Use clearance information as a representation of
    the corridor

11
Local Navigation in IRM
  • Boundary force
  • Find closest point on corridor boundary
  • Increases to infinity when close to boundary
  • 0 when clearance is large enough (or when on GVD)
  • Steering force
  • An attraction point moves along the indicative
    route
  • Attracts the character with a constant steering
    force
  • Noise force
  • Create variation in paths
  • Perlin noise is used

12
Local Navigation in IRM
  • Collision Avoidance Force
  • Avoid collision with other characters and moving
    entities
  • Helbings model can be used
  • Additional models can be easily incorporated
  • Obtain the final path
  • Force leads to an acceleration term
  • Integration over time, update velocity/position/at
    traction point
  • Results in a smooth (C1-continuous) path

13
IRM method
  • Resulting vector field
  • Indicative Route is the medial axis

14
Creating Indicative Routes
  • Use the Generalized Voronoi Diagram
  • Retract start and goal
  • Find shortest path (using A)
  • The corridor is obtained immediately
  • Use a network of Indicative Routes
  • Created by level designer
  • Voronoi-Visibility Complex Wein et al, 2005
  • A on coarse grid
  • Additional information can be incorporated
  • For example flow into account
  • Use the notion of Influence Regions

15
Crowd Simulation
  • Method can plan paths of a large number of
    characters
  • Goal oriented behavior
  • Each character has its own long term goal
  • When a character reaches its goal, a new goal is
    chosen
  • Wandering behavior
  • Attraction points do a random walk on the
    indicative network
  • Experiments
  • Goal-oriented behavior
  • Simulation ran for 1000 steps
  • Each step calculates 0.1s of simulation time

16
Crowd Simulation - Experiments
  • Test Environment

City environment
2D footprint (640 ms)
17
Crowd Simulation - Experiments
  • Performance
  • 2.4 GHz Intel Core2 Duo, 2 GB memory
  • One CPU core used
  • 3000 characters, CPU usage 26, FPS 33

18
Crowd Simulation Video
19
Current Research
  • Global behavior
  • Incorporating influence regions
  • Types of behavior (shopping, tourists, )
  • Further improving the local methods
  • Take mood and personality into account
  • Dealing with small groups
  • Observing and modeling paths of real humans
  • Motion capture data
  • Tracking pedestrians
  • Evaluation of the results
  • Projects Website
  • http//people.cs.uu.nl/ioannis/irm
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