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Real-time simulation of crowds of heterogeneous agents

Rok Oblak (2014) Real-time simulation of crowds of heterogeneous agents. EngD thesis.

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    Abstract

    Behavioural simulation of agents representing humanoid characters has spread to many areas in recent years. A part of such simulations are crowd simulations, where large numbers of agents move and interact at the same time. Finding a suitable level of individual agent complexity so that large simulations are possible and suitable behaviour is reached, is challenging. In addition, executing such a simulation in real-time is problematic. In my work I developed a real-time application in Unity game engine which makes use of a number of main techniques and approaches for heterogeneous crowd simulations, such as modular architecture, environment sensing, obstacle avoidance, finite state machines for behaviour modeling, animator for animation visualisation etc. I thoroughly described and presented those approaches and techniques and commented on the results obtained in several different scenes which represent specific real-world situations.

    Item Type: Thesis (EngD thesis)
    Keywords: agent, crowds, heterogeneity, real-time execution, Unity, finite state machine, modularity
    Number of Pages: 68
    Language of Content: Slovenian
    Mentor / Comentors:
    Name and SurnameIDFunction
    doc. dr. Matija Marolt271Mentor
    Link to COBISS: http://www.cobiss.si/scripts/cobiss?command=search&base=50070&select=(ID=00010778964)
    Institution: University of Ljubljana
    Department: Faculty of Computer and Information Science
    Item ID: 2654
    Date Deposited: 09 Sep 2014 15:46
    Last Modified: 29 Sep 2014 14:14
    URI: http://eprints.fri.uni-lj.si/id/eprint/2654

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