Crowds Control

Artificially intelligent, virtually real

Crowd Simulation

8 posts since November 2009

2012

Boudica's last stand

21 May 2012 // crowd simulation // reaching for Disqus...

A few weeks ago, I received a mail from a reader of this blog: an ancient history enthusiast. I use novel techniques to try and identify the UK battlefield where the Romans defeated Boudica in 60/61AD. Boudica isn’t just a Civilization IV leader, she is a British ancient heroin who led an uprising against the Romans conqueror and was severely defeated at a not yet identified location (interseting how this story is closed from French’s [...]


2011

Airport hall populated with Golaem Crowd

15 September 2011 // golaem // crowd simulation // navigation // reaching for Disqus...

A new showcase video of Golaem Crowd has been published a few days ago. It features our new integration with the rendering engine VRay, but most importantly (from my point of view) it shows the capabilities of our navigation engine. The animation is not that good though, especially compared to the new things we’re developing.Anyway this is a great showcase for the navigation engine I’ve been developing since more than 2 years. The path following [...]

How simple rules determine pedestrian behavior and crowd disasters

14 June 2011 // paper // crowd simulation // reaching for Disqus...

Reading french magazine Marianne this week-end, I was intrigued by a small short talking about the work of two CNRS researchers on crowd dynamics.Knowing the prior work of those two researchers (Medhi Moussaïd and Guy Theraulaz), in particular on small social groups (see my group navigation state-of-the-art report.This article present an cognitive science approach to autonomous navigation based on observation and experimentation. It is quite similar to some of Julien Pettré’s work. To compute the [...]

Golaem Crowd launch

09 April 2011 // golaem // crowd simulation // reaching for Disqus...

For the past few months we’ve been working at Golaem on our new product: Golaem Crowd, a Maya plugin dedicated to crowd simulation for the VFX and animation market. While I didn’t work on the Maya integration, my work on Golaem Path (navigation mesh generation and navigation behaviors) is a major part of the software and provides much added value.For the past hours lots of vfx news sites covered the launch and the generated buzz [...]


2010

On crowd simulation validation

01 December 2010 // crowd simulation // reaching for Disqus...

This is a response to Mikko’s latest post in more than 140 characters…Autonomous agents navigation is a very wide topic applied to a wide range of specific domains: Military simulation, public spaces design, games, CG FX and animation, training… Each of these fields has its definitions of a valid human-like characters and while the artistic aspect is very important in games or animation it is not for military simulations for exemple. Validations methods are numerous [...]

CASA 2010 report (part 2)

30 November 2010 // conference // crowd simulation // navigation // reaching for Disqus...

I’ve been pretty lazy on this blog this past months… Anyway here’s the end of the CASA report.Crowd Simulation WorkshopThere was many presentations during that day, more or less interesting, a few of them staid in my mind since then. The first one was titled “On the interface between steering and animation for autonomous characters” and was presented by Petros Faloutsos.The authors worked on a problem that every one trying to work on autonomous characters [...]

CASA 2010 report (part 1)

23 June 2010 // conference // crowd simulation // navigation // reaching for Disqus...

Well It’s been a long time since I posted here… I’ve been pretty busy since the beginning of 2010. Anyway, here’s a report of the part of this year CASA I attended to.CASA, the yearly conference on Computer Animation and Social Agents, was held in St Malo, France, from 31/05/10 to 03/06/10 (further information here). As its name implies, the conference focuses are: Animation techniques (motion capture, motion control, physics-based animation…), Social agents (emotions, facial [...]


2009

Aggregate Dynamics for Dense Crowd Simulation

30 November 2009 // paper // crowd simulation // navigation // reaching for Disqus...

Ming C.Lin’s lab latest work in crowd simulation has been featured in two recent publications from MIG (International workshop on Motion In Games) 2009 and SIGGRAPH Asia 2009 (the article is already published on the author’s website). The method presented int those articles, particularly the latter one, is designed to simulate the navigation behaviors of tens of thousand pedestrians at interactive rates. Let’s see first the eye candy ! Impressed ? So do I, let’s [...]