Extreme-Density Crowd Simulation: Combining Agents with Smoothed Particle Hydrodynamics
Texte intégral
Documents relatifs
To this end, in each simulation step, ev- ery agent updates its velocity (i.e. its speed and direction of motion) based on the neighboring agents and obstacles that it observes,
[19], [20], [21], treat the crowd as a continuum medium characterized by averaged quantities such as density and mean velocity; the whereas microscopic approaches distinguish
To obtain a proper transition from the current grid to successor, we introduce two types of vector fields, i.e., those corresponding to grids in the decomposition, which we call
This article focuses on using meshless particle-based Lagrangian numerical technique named smoothed particles hydrodynamic (SPH) method to study the
Our goal is similar (reproducing pedestrian motion at the full trajectory level), but our approach is different: we learn the spatial and temporal properties of complete
These data is used to compute spatio- temporal people flows in real crowds to provide data driven on-line crowd simulation, enhanced with real places geometric
Motivated by this application, we propose in this paper a generic learning strategy supporting CR in high-density crowd images, which addresses in original ways the main
In addition, our system uses multiple linear regression models to estimate crowd density in other areas where no sensor placed, using the data in representative areas and