Abstract
Realistic simulation of virtual characters is essential in many applications and particularly in computer games. Having a realistic simulation of an agent is a complex matter since there are many different ways in which the real equivalent would have responded in real life. In addition a human viewer is very accustomed to observing other humans so the slightest inconsistency will be picked up. The complexity of the task increases when we address the simulation of groups of virtual agents interacting amongst them.
In this paper we argue that, given the current state of the art, example based methods provide a lot of promise in addressing the realistic simulation. We start by discussing the recently proposed example based methods and then continue to present a novel approach based on texture synthesis. Although it is still work in progress, some preliminary results indicate that this is a viable approach that could potentially achieve results not so easily reached with rule based methods.
Keywords
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Hughes, R.L.: The Flow of Human Crowds. Annual Review of Fluid Mechanics 35, 169–182 (2003)
Treuille, A., Cooper, S., Popovic, Z.: Continuum crowds. ACM Trans. Graph. 25(3), 1160–1168 (2006)
Helbing, D., Molnár, P.: Social force model for pedestrian dynamics. Phys. Rev. E 51(5), 4282–4286 (1995)
Heigeas, L., Luciani, A., Thollot, J., Castagné, N.: A physically-based particle model of emergent crowd behaviors. In: Graphicon (2003)
Reynolds, C.W.: Flocks, herds, and schools: A distributed behavioral model. Computer Graphics 21(4), 25–34 (1987)
Ulicny, B., Thalmann, D.: Towards interactive real-time crowd behavior simulation. Computer Graphics Forum 21(4), 767–775 (2002)
Loscos, C., Marchal, D., Meyer, A.: Intuitive crowd behaviour in dense urban environments using local laws. In: TPCG, pp. 122–129 (2003)
Terzopoulos, D., Tu, X., Grzeszczuk, R.: Artificial fishes: autonomous locomotion, perception, behavior, and learning in a simulated physical world. Artif. Life 1(4), 327–351 (1994)
Funge, J., Tu, X., Terzopoulos, D.: Cognitive modeling: Knowledge, reasoning and planning for intelligent characters. In: Rockwood, A. (ed.) Siggraph 1999, Computer Graphics Proceedings, pp. 29–38. Addison-Wesley Longman, Los Angeles (1999)
Musse, S.R., Thalmann, D.: A model of human crowd behavior: Group inter-relationship and collision detection analysis. In: Computer Animation and Simulation, pp. 39–52 (1997)
Sung, M., Gleicher, M., Chenney, S.: Scalable behaviors for crowd simulation. Comput. Graph. Forum 23(3), 519–528 (2004)
Farenc, N., Boulic, R., Thalmann, D.: An informed environment dedicated to the simulation of virtual humans in urban context. Computer Graphics Forum 18(3), 309–318 (1999)
Thomas, G., Donikian, S.: Modelling virtual cities dedicated to behavioural animation. In: Eurographics 2000. Blackwell Publishers, Malden (2000)
Metoyer, R.A., Hodgins, J.K.: Reactive pedestrian path following from examples. In: CASA 2003: Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003), Washington, DC, USA, p. 149. IEEE Computer Society, Los Alamitos (2003)
Musse, S.R., Jung, C.R., Braun, A., Junior, J.J.: Simulating the motion of virtual agents based on examples. In: ACM/EG Symposium on Computer Animation, Short Papers, Vienna, Austria (2006)
Paris, S., Pettre, J., Donikian, S.: Pedestrian Reactive Navigation for Crowd Simulation: a Predictive Approach. Computer Graphics Forum 26(3), 665–674 (2007)
Brogan, D., Johnson, N.: Realistic human walking paths. In: 16th International Conference on Computer Animation and Social Agents, 2003, pp. 94–101 (2003)
Lai, Y.C., Chenney, S., Fan, S.: Group motion graphs. In: SCA 2005: Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation, pp. 281–290 (2005)
Ashida, K., Lee, S., Allbeck, J., Sun, H., Badler, N., Metaxas, D.: Pedestrians: creating agent behaviors through statistical analysisof observation data. In: Computer Animation, 2001. The Fourteenth Conference on Computer Animation. Proceedings, pp. 84–92 (2001)
Lerner, A., Chrysanthou, Y., Lischinski, D.: Crowds by Example. Computer Graphics Forum 26(3), 655–664 (2007)
Gibson: The Perception of the Visual World (1950)
Efros, L.: Texture Synthesis by Non-parametric Sampling, 1033–1038 (2000)
Wei, L.: Fast Texture Synthesis Using Tree-Structured Vector Quantization. In: Computer Graphics Proceedings of SIGGRAPH 2000, pp. 355–360 (2000)
Ashikimin, M.: Synthesizing Natural Textures. In: Proceedings of ACM Symposium on Interaction 3D Graphics, pp. 217–226 (2001)
Hertzmann, A., Jacobs, C.E., Oliver, N., Curless, B., Salesin, D.H.: Image Analogies. In: ACM Computer Graphics (Proceedings of SIGGRAPH 2001), pp. 327–340 (2001)
Efros, F.: Image Quilting for texture synthesis and transfer. In: SIGGRAPH 2001 Conference Proceedings, pp. 341–346 (2001)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2008 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Kyriakou, M., Chrysanthou, Y. (2008). Texture Synthesis Based Simulation of Secondary Agents. In: Egges, A., Kamphuis, A., Overmars, M. (eds) Motion in Games. MIG 2008. Lecture Notes in Computer Science, vol 5277. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89220-5_1
Download citation
DOI: https://doi.org/10.1007/978-3-540-89220-5_1
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-89219-9
Online ISBN: 978-3-540-89220-5
eBook Packages: Computer ScienceComputer Science (R0)