Crowd Simulation of Pedestrians in a Virtual City


Crowd simulation is an important aspect of the computer graphics field. Virtual crowds are integrated to film scenes, computer games, architecture, urban modelling and many other areas. Typical implementations simulate battle scenes, emergency situations, safety issues or add content to virtual environments. However few systems simulate autonomous pedestrian crowds in a normal setting desired in virtual environments such as configurations produced by a TextTo-Scene conversion system. We present a crowd simulation behavioural model for simulating identified crowd phenomena in a virtual city such as street flows, crowd formation and road crossings. We propose a three-tier architecture model to produce intentions, perform path planning and control movement. We demonstrate that this model produces the desired behaviour associated with pedestrian navigation in a virtual city, which includes navigation, flow formation , circle creation and passageway crossing.


Conference Papers (peer reviewed)

[1] Flora Ponjou Tasse, Kevin Glass, and Shaun Bangay. Simulating crowd phenomena in african markets. In Afrigraph '09: Proceedings of the 6th international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa, pages 47 – 52, Pretoria, South Africa, February 2009. ACM Press, New York, NY, USA. [PDF] [BibTeX]

Technical Reports

[1] Flora Ponjou Tasse. Crowd simulation of pedestrians in a virtual city. Technical Report Honours Project Report, Virtual Reality Special Interest Group, Computer Science Department, Rhodes University, Grahamstown, South Africa, November 2008. [PDF] [BibTeX]