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Urban Walkability Design Using Virtual Population Simulation

Mathew, C. D. Tharindu ; Knob, Paulo R. ; Musse, Soraia Raupp ; Aliaga, Daniel G.

Computer graphics forum, 2019-02, Vol.38 (1), p.455-469 [Periódico revisado por pares]

Oxford: Blackwell Publishing Ltd

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  • Título:
    Urban Walkability Design Using Virtual Population Simulation
  • Autor: Mathew, C. D. Tharindu ; Knob, Paulo R. ; Musse, Soraia Raupp ; Aliaga, Daniel G.
  • Assuntos: animation ; Computer graphics ; Computer simulation ; Computing methodologies → Interactive simulation, Procedural animation ; human simulation ; Markov analysis ; Markov chains ; Monte Carlo simulation ; Solution space ; Virtual environments
  • É parte de: Computer graphics forum, 2019-02, Vol.38 (1), p.455-469
  • Descrição: We present a system to generate a procedural environment that produces a desired crowd behaviour. Instead of altering the behavioural parameters of the crowd itself, we automatically alter the environment to yield such desired crowd behaviour. This novel inverse approach is useful both to crowd simulation in virtual environments and to urban crowd planning applications. Our approach tightly integrates and extends a space discretization crowd simulator with inverse procedural modelling. We extend crowd simulation by goal exploration (i.e. agents are initially unaware of the goal locations), variable‐appealing sign usage and several acceleration schemes. We use Markov chain Monte Carlo to quickly explore the solution space and yield interactive design. We have applied our method to a variety of virtual and real‐world locations, yielding one order of magnitude faster crowd simulation performance over related methods and several fold improvement of crowd indicators. We present a system to generate a procedural environment that produces a desired crowd behaviour. Instead of altering the behavioural parameters of the crowd itself, we automatically alter the environment to yield such desired crowd behaviour. This novel inverse approach is useful both to crowd simulation in virtual environments and to urban crowd planning applications. Our approach tightly integrates and extends a space discretization crowd simulator with inverse procedural modelling. We extend crowd simulation by goal exploration (i.e. agents are initially unaware of the goal locations), variable‐appealing sign usage and several acceleration schemes. We use Markov chain Monte Carlo to quickly explore the solution space and yield interactive design. We have applied our method to a variety of virtual and real‐world locations, yielding one order of magnitude faster crowd simulation performance over related methods and several fold improvement of crowd indicators. Urban walkability design: Our system takes as input (a) an urban layout (e.g. Venice), a number of agents (e.g. 1000), intentions and goals in order to determine layout modifications that yield a desired crowd behaviour where agents are initially unaware of the goal locations ((b) top down 2D view and (c) a 3D view with virtual humans). The system enables altering crowd behaviour (e.g. higher (d) or lower (e) agent density) by automatically positioning signs of variable appeal, changing goal locations and/or altering walkway widths and topology.
  • Editor: Oxford: Blackwell Publishing Ltd
  • Idioma: Inglês

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