- Main
A Constraint-Based Approach to Crowd Simulation and Layout Synthesis
- Weiss, Tomer
- Advisor(s): Terzopoulos, Demetri
Abstract
Position-based methods have become popular for real-time
simulation in computer graphics. In contrast to traditional simulation
methods, which are based on Newtonian dynamics, particularly forces, a
Position-Based Dynamics (PBD) method computes the positional changes
directly, based on a set of well-defined geometric constraints.
Therefore, position-based methods are reputed to be more controllable,
stable, and faster, which make them well-suited for use in interactive
environments. This thesis introduces position-based approaches to
addressing the important tasks of virtual crowd simulation and virtual
layout synthesis.
For crowd simulation, we introduce a novel method that runs at
interactive rates for up to hundreds of thousands of agents. Our
method enables the detailed modeling of per-agent behavior in a
Lagrangian formulation. We model short-range and long-range collision
avoidance to simulate both sparse and dense crowds. On the particles
representing agents, we formulate a set of positional constraints that
can be readily integrated into a standard PBD solver. We augment the
tentative particle motions with planning velocities to determine the
preferred velocities of agents, and project the positions onto the
constraint manifold to eliminate colliding configurations. The local
short-range interaction is represented with collision and frictional
contact between agents, as in the discrete simulation of granular
materials. We incorporate a cohesion model for simulating collective
behaviors and propose a new constraint for dealing with potential
future collisions. Our method is suitable for use in interactive
games.
For layout synthesis, we propose a position-based interior layout
synthesis method that is able to rapidly synthesize large scale
layouts that were previously intractable. An interior layout modeling
task can be challenging for non-experts, hence the existence of
interior design professionals. Recent research into the automation of
this task has yielded methods that can synthesize layouts of objects
respecting aesthetic and functional constraints that are non-linear
and competing. These methods usually adopt a purely stochastic scheme,
which samples from a distribution of layout configurations, a process
that is slow and inefficient. We introduce an alternative
physics-based, continuous layout synthesis technique, which results in
a significant gain in speed and is readily scalable. We demonstrate
our method on a diverse set of examples and show that it achieves
results similar to conventional layout synthesis based on a Markov
chain Monte Carlo (McMC) state-search step, but is faster by at least
an order of magnitude and can handle layouts of unprecedented size and
tight layouts that can overwhelm McMC.
Main Content
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